38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
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);
|
|
}
|
|
}
|