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

65 lines
1.5 KiB
C#

// 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 ...
}
);
}
}