// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class TextureGraphEditor : ModuleRules { // Flag that enables the new node preview. public TextureGraphEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; bEnableExceptions = true; bDisableAutoRTFMInstrumentation = true; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private include paths required here ... } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", "Engine", "TextureGraph", "TextureGraphEngine", "Renderer", "RenderCore", "RHI", "Projects", "ToolWidgets", "KismetWidgets", "WorkspaceMenuStructure" // ... add other public dependencies that you statically link with here ... } ); if (Target.bBuildEditor == true) { //reference the module "MyModule" PublicDependencyModuleNames.AddRange(new string[] { "AssetTools", "UnrealEd", "EditorFramework", "ToolMenus", "AdvancedPreviewScene", "PropertyEditor", "ContentBrowser", "ContentBrowserData" }); } PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "ApplicationCore", "Engine", "Slate", "SlateCore", "InputCore", "GraphEditor", "MessageLog", "EditorWidgets", "AssetDefinition", "ImageWidgets" // ... add private dependencies that you statically link with here ... } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }