// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class PhysicsControlEditor : ModuleRules { public PhysicsControlEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Error; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private include paths required here ... } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "AdvancedPreviewScene", "AnimationCore", "AnimationEditMode", "AnimGraph", "AnimGraphRuntime", "ApplicationCore", "BlueprintGraph", "Chaos", "ComponentVisualizers", "Core", "CoreUObject", "EditorFramework", "EditorStyle", "Engine", "InputCore", "Persona", "PinnedCommandList", "PhysicsControl", "PhysicsControlUncookedOnly", "SkeletonEditor", "Slate", "SlateCore", "ToolMenus", "ToolWidgets", "UnrealEd", } ); if (Target.bBuildEditor == true) { PrivateDependencyModuleNames.AddRange( new string[] { "AnimationEditor", "AnimGraph", "BlueprintGraph", "EditorFramework", "Kismet", "UnrealEd", } ); } DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }