using UnrealBuildTool; using System.IO; public class LowEntryExtendedStandardLibrary : ModuleRules { public LowEntryExtendedStandardLibrary(ReadOnlyTargetRules Target) : base(Target) { IncludeOrderVersion = EngineIncludeOrderVersion.Latest; PCHUsage = PCHUsageMode.NoPCHs; bUseUnity = false; PublicIncludePaths.AddRange( new string[] { Path.Combine(ModuleDirectory, "Public/Module"), Path.Combine(ModuleDirectory, "Public/Classes"), Path.Combine(ModuleDirectory, "Public/ClassesTypes"), Path.Combine(ModuleDirectory, "Public/ClassesLatentAction"), Path.Combine(ModuleDirectory, "Public/FClassesLatentAction"), Path.Combine(ModuleDirectory, "Public/FClassesTick"), Path.Combine(ModuleDirectory, "Public/FClassesDelay"), Path.Combine(ModuleDirectory, "Public/FClassesExecutionQueue") } ); PrivateIncludePaths.AddRange( new string[] { Path.Combine(ModuleDirectory, "Private/Module"), Path.Combine(ModuleDirectory, "Private/Classes"), Path.Combine(ModuleDirectory, "Private/ClassesTypes"), Path.Combine(ModuleDirectory, "Private/ClassesLatentAction") } ); PublicDependencyModuleNames.AddRange( new string[] { "Engine", "Core", "ApplicationCore", "CoreUObject", "Slate", "SlateCore", "ImageWrapper", "Media", "MediaAssets", "AIModule", "EngineSettings" } ); PrivateDependencyModuleNames.AddRange( new string[] { } ); DynamicallyLoadedModuleNames.AddRange( new string[] { } ); } }