Files
UnrealEngine/Engine/Source/Editor/Kismet/Kismet.Build.cs
2025-05-18 13:04:45 +08:00

96 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Kismet : ModuleRules
{
public Kismet(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"BlueprintRuntime",
"ClassViewer",
"Analytics",
"LevelEditor",
"GameProjectGeneration",
"SourceCodeAccess",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"FieldNotification",
"ApplicationCore",
"Slate",
"SlateCore",
"EditorStyle",
"EditorWidgets",
"Engine",
"Json",
"Merge",
"MessageLog",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"KismetWidgets",
"KismetCompiler",
"BlueprintGraph",
"BlueprintEditorLibrary",
"AnimGraph",
"PropertyEditor",
"SourceControl",
"SharedSettingsWidgets",
"InputCore",
"EngineSettings",
"Projects",
"JsonUtilities",
"DesktopPlatform",
"HotReload",
"JsonObjectGraph",
"UMGEditor",
"UMG", // for SBlueprintDiff
"WorkspaceMenuStructure",
"DeveloperSettings",
"ToolMenus",
"SubobjectEditor",
"SubobjectDataInterface",
"ToolWidgets",
"TraceLog",
}
);
// we only 'need' live coding so that we can clear cached
// native visibility information when a live coding event
// occurs:
if (Target.bWithLiveCoding)
{
PrivateDependencyModuleNames.Add("LiveCoding");
}
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"BlueprintRuntime",
"ClassViewer",
"Documentation",
"GameProjectGeneration",
}
);
// Circular references that need to be cleaned up
CircularlyReferencedDependentModules.AddRange(
[
"BlueprintGraph",
"UMGEditor",
"Merge",
"KismetCompiler",
"SubobjectEditor",
]
);
}
}