// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class ModelingComponentsEditorOnly : ModuleRules { public ModelingComponentsEditorOnly(ReadOnlyTargetRules Target) : base(Target) { PublicDependencyModuleNames.AddRange( new string[] { "Core", "InteractiveToolsFramework", "MeshDescription", "StaticMeshDescription", "SkeletalMeshDescription", "GeometryCore", "GeometryFramework", "GeometryAlgorithms", "DynamicMesh", "MeshConversion", "ModelingOperators", "ModelingComponents" // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "BSPUtils", "CoreUObject", "Engine", "InputCore", "RenderCore", "PhysicsCore", "Slate", "RHI", "AssetTools", "UnrealEd", "SkeletalMeshUtilitiesCommon" // required for asset factories } ); // OpenSubdiv has Windows, Mac and Unix support if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) || Target.Platform == UnrealTargetPlatform.Mac || Target.IsInPlatformGroup(UnrealPlatformGroup.Unix)) { PrivateDependencyModuleNames.AddRange( new string[] { "OpenSubdiv", } ); } DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }