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