ComboInput/Source/ComboInputEditor/ComboInputEditor.build.cs
Jamie Greunbaum 445895b77b - Started work on giving UComboActions their own automatically-recognised events in Blueprints, just like UInputAssets have in the EnhancedInput plugin.
- Also gave the data assets a factory class and organised them into the Input category to make them look like a proper Unreal asset.
2023-09-12 01:39:23 -04:00

37 lines
692 B
C#

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");
}
}
}