/* Copyright (C) 2024 Hugo ATTAL - All Rights Reserved * This plugin is downloadable from the UE4 Marketplace */ using System.IO; using UnrealBuildTool; public class ElectronicNodes : ModuleRules { public ElectronicNodes(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; string enginePath = Path.GetFullPath(Target.RelativeEnginePath); PublicIncludePaths.AddRange( new string[] { } ); PrivateIncludePaths.AddRange( new string[] { Path.Combine(enginePath, "Source/Editor/AnimationBlueprintEditor/Private/"), Path.Combine(enginePath, "Source/Editor/BehaviorTreeEditor/Private/"), Path.Combine(enginePath, "Source/Editor/GraphEditor/Private/"), Path.Combine(enginePath, "Source/Editor/MaterialEditor/Private/") } ); PublicDependencyModuleNames.AddRange( new string[] { "Core" } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "Slate", "SlateCore", "RenderCore", "InputCore", "Projects", "UnrealEd", "GraphEditor", "BlueprintGraph", "AnimGraph", "AnimationBlueprintEditor", "AIGraph", "BehaviorTreeEditor", "DeveloperSettings", "EditorStyle", "WebBrowser", "SettingsEditor" } ); DynamicallyLoadedModuleNames.AddRange( new string[] { } ); } }