October3d55/M/LGUI/Source/LGUIEditor/LGUIEditor.Build.cs

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2025-03-10 09:43:27 +08:00
// Copyright 2019-Present LexLiu. All Rights Reserved.
using UnrealBuildTool;
public class LGUIEditor : ModuleRules
{
public LGUIEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
CppStandard = CppStandardVersion.Cpp20;
string EnginSourceFolder = EngineDirectory + "/Source/";
PrivateIncludePaths.AddRange(
new string[] {
EnginSourceFolder + "/Editor/DetailCustomizations/Private",
});
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Slate",
"SlateCore",
"Engine",
"UnrealEd",
"PropertyEditor",
"RenderCore",
"RHI",
"LGUI",
"LevelEditor",
"Projects",
"EditorWidgets",
"DesktopPlatform",//file system
"ImageWrapper",//texture load
"InputCore",//STableRow
"AssetTools",//Asset editor
"ContentBrowser",//LGUI editor
"SceneOutliner",//LGUIPrefab editor, extend SceneOutliner
"ApplicationCore",//ClipboardCopy
"KismetCompiler",
"AppFramework",
//"AssetRegistry",
//"InputCore",
// ... add other public dependencies that you statically link with here ...
"Kismet",
"ToolMenus",//PrefabEditor
"SubobjectEditor",//PrefabEditor, Actor component panel
"Sequencer",
"MovieScene",
"MovieSceneTracks",
"MovieSceneTools",
"TypedElementFramework",
"TypedElementRuntime",
"EditorFramework",
"PlacementMode",
"ClassViewer",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"EditorStyle",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}