Files
UnrealEngine/Engine/Source/Editor/MaterialEditor/MaterialEditor.Build.cs
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

63 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MaterialEditor : ModuleRules
{
public MaterialEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange(
new string[] {
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"AssetTools",
"EditorWidgets",
"MessageLog",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"CoreUObject",
"ApplicationCore",
"InputCore",
"Engine",
"Slate",
"SlateCore",
"EditorStyle",
"RenderCore",
"RHI",
"MaterialUtilities",
"PropertyEditor",
"EditorFramework",
"UnrealEd",
"GraphEditor",
"AdvancedPreviewScene",
"Projects",
"AssetRegistry",
"ToolMenus",
"MainFrame",
"Landscape",
"Kismet", // for rich diffing machinery which was mostly implemented in the kismet module
"SourceControl"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"AssetTools",
"SceneOutliner",
"ClassViewer",
"ContentBrowser",
"WorkspaceMenuStructure"
}
);
}
}