// Copyright (c) Samuel Kahn (samuel@kahncode.com). All Rights Reserved. using System; using System.IO; using UnrealBuildTool; public class BlobSerializationEditor : ModuleRules { public BlobSerializationEditor(ReadOnlyTargetRules Target) : base(Target) { Console.WriteLine("BlobSerializationEditor.Build.cs: {0} {1} {2} {3}", Target.Name, Target.Type.ToString(), Target.Configuration.ToString(), Target.Platform.ToString()); PrivatePCHHeaderFile = "Private/BlobSerializationEditorPCH.h"; PrivateDependencyModuleNames.AddRange( new string[] { "BlobSerialization", "Core", "CoreUObject", "Engine", "Slate", "SlateCore", } ); if (Target.Type == TargetRules.TargetType.Editor) { PrivateDependencyModuleNames.AddRange( new string[] { "UnrealEd", "BlueprintGraph", "KismetCompiler", } ); } } }