using UnrealBuildTool; // Editor-only tools. Arrived with the first one (Docs/Spec/Architecture.md, Modules): the landscape authoring // library that Scripts/Authoring/create_world.py calls, because the engine exposes no landscape creation to Python. // The World Map tab joined it: the same SWorldMap the game draws, in a dockable tab. public class SaltyEditor : ModuleRules { public SaltyEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" }); PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd", "Landscape", "LandscapeEditor", // FLandscapeImportHelper reads the heightmap and weightmap files "RenderCore", // FlushRenderingCommands while the edit-layer merge is driven by hand // The World Map tab. It depends on the game module because it hosts the game's own map widget // rather than a second copy of it; an editor module may depend on a runtime one, never the reverse. "Salty", "SaltyCore", "Slate", "SlateCore", "InputCore", "AssetRegistry", // finding every UWorldMapDefinition in the project "WorkspaceMenuStructure" // putting the tab in the Window menu }); PublicIncludePaths.Add(ModuleDirectory); } }