// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class Kismet : ModuleRules { public Kismet(ReadOnlyTargetRules Target) : base(Target) { PrivateIncludePathModuleNames.AddRange( new string[] { "AssetRegistry", "AssetTools", "BlueprintRuntime", "ClassViewer", "Analytics", "LevelEditor", "GameProjectGeneration", "SourceCodeAccess", } ); PrivateDependencyModuleNames.AddRange( new string[] { "AppFramework", "Core", "CoreUObject", "FieldNotification", "ApplicationCore", "Slate", "SlateCore", "EditorStyle", "EditorWidgets", "Engine", "Json", "Merge", "MessageLog", "EditorFramework", "UnrealEd", "GraphEditor", "KismetWidgets", "KismetCompiler", "BlueprintGraph", "BlueprintEditorLibrary", "AnimGraph", "PropertyEditor", "SourceControl", "SharedSettingsWidgets", "InputCore", "EngineSettings", "Projects", "JsonUtilities", "DesktopPlatform", "HotReload", "JsonObjectGraph", "UMGEditor", "UMG", // for SBlueprintDiff "WorkspaceMenuStructure", "DeveloperSettings", "ToolMenus", "SubobjectEditor", "SubobjectDataInterface", "ToolWidgets", "TraceLog", } ); // we only 'need' live coding so that we can clear cached // native visibility information when a live coding event // occurs: if (Target.bWithLiveCoding) { PrivateDependencyModuleNames.Add("LiveCoding"); } DynamicallyLoadedModuleNames.AddRange( new string[] { "BlueprintRuntime", "ClassViewer", "Documentation", "GameProjectGeneration", } ); // Circular references that need to be cleaned up CircularlyReferencedDependentModules.AddRange( [ "BlueprintGraph", "UMGEditor", "Merge", "KismetCompiler", "SubobjectEditor", ] ); } }