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

81 lines
1.7 KiB
C#

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