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

78 lines
1.7 KiB
C#

// 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 ...
}
);
}
}