// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class PropertyAccessEditor : ModuleRules { public PropertyAccessEditor(ReadOnlyTargetRules Target) : base(Target) { PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Slate", } ); PrivateDependencyModuleNames.AddRange( new string[] { "GraphEditor", "BlueprintGraph", "Engine", "UnrealEd", "SlateCore", "InputCore", "KismetWidgets", "PropertyPath", "AnimGraph", } ); } }