// 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 ... } ); } }