// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class UMGEditor : ModuleRules { public UMGEditor(ReadOnlyTargetRules Target) : base(Target) { OverridePackageType = PackageOverrideType.EngineDeveloper; PublicDependencyModuleNames.AddRange( new string[] { "FieldNotification", "SequencerCore", "Sequencer", }); PrivateDependencyModuleNames.AddRange( new string[] { "AssetDefinition", "ClassViewer", "Core", "CoreUObject", "ContentBrowser", "ContentBrowserData", "ApplicationCore", "InputCore", "Engine", "AssetTools", "EditorConfig", "EditorSubsystem", "EditorFramework", "InteractiveToolsFramework", "UnrealEd", // for Asset Editor Subsystem "KismetWidgets", "EditorWidgets", "KismetCompiler", "BlueprintGraph", "Blutility", "GraphEditor", "Kismet", // for FWorkflowCentricApplication "Projects", "PropertyPath", "PropertyEditor", "UMG", "EditorStyle", "Slate", "SlateCore", "SlateRHIRenderer", "StructViewer", "StructUtilsEditor", "StatusBar", "MessageLog", "MovieScene", "MovieSceneTools", "MovieSceneTracks", "DetailCustomizations", "Settings", "RenderCore", "TargetPlatform", "TimeManagement", "GameProjectGeneration", "PropertyPath", "ToolMenus", "SlateReflector", "DeveloperSettings", "ImageWrapper", "ToolWidgets", "WorkspaceMenuStructure" } ); // Circular references that need to be cleaned up CircularlyReferencedDependentModules.AddRange( [ "Blutility", ]); } }