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