// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class SceneStateMachineGraph : ModuleRules { public SceneStateMachineGraph(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "SceneState", "SceneStateEvent", "SceneStateBinding", "SceneStateTransitionGraph", } ); PrivateDependencyModuleNames.AddRange( new string[] { "BlueprintGraph", "Slate", "SlateCore", "ToolMenus", }); if (Target.Type == TargetRules.TargetType.Editor) { PrivateDependencyModuleNames.AddRange( new string[] { "GraphEditor", "SceneStateEditor", "StructUtilsEditor", "UnrealEd", }); } } }