// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class FortniteEditor : ModuleRules
{
    public FortniteEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicIncludePaths.AddRange(
            new string[]
            {
                "FortniteEditor/Public"
            });
        PrivateIncludePaths.AddRange(
            new string[]
            {
                "FortniteEditor/Private"
            });

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "FortniteGame", "UnrealEd", "AssetTools" });
    }
}
