Files
UnrealPrototyping/Source/SaltyEditor/SaltyEditor.Build.cs
T
2026-09-25 17:02:24 +03:00

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);
}
}