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