Files
TG_ARPG/Plugins/marketplace/Electron7ad48aeb5e8aV16/Source/ElectronicNodes/ElectronicNodes.Build.cs

65 lines
1.4 KiB
C#

/* 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[]
{ }
);
}
}