using UnrealBuildTool; public class ComboInputEditor : ModuleRules { public ComboInputEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; bLegacyPublicIncludePaths = false; ShadowVariableWarningLevel = WarningLevel.Error; PrecompileForTargets = PrecompileTargetsType.None; bPrecompile = false; bUsePrecompiled = false; PublicDependencyModuleNames.AddRange (new string[] { "ComboInput", } ); PrivateDependencyModuleNames.AddRange ( new string[] { "Core", "CoreUObject", "AssetTools", } ); if (Target.bBuildEditor) { PrivateDependencyModuleNames.Add("UnrealEd"); } } }