Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/ModelingComponents.Build.cs
2025-05-18 13:04:45 +08:00

65 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponents : ModuleRules
{
public ModelingComponents(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"PhysicsCore",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"DeveloperSettings",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Chaos",
"Engine",
"RenderCore",
"RHI",
"ImageWriteQueue",
"SkeletalMeshDescription", // FSkeletalMeshAttributes::DefaultSkinWeightProfileName
"SlateCore",
"ImageCore",
"PlanarCut",
"GeometryCollectionEngine",
"MeshConversionEngineTypes",
"GeometryCache"
// ... add private dependencies that you statically link with here ...
}
);
if (Target.bCompileAgainstEditor) // #if WITH_EDITOR
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd",
"Slate"
});
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}