Files
FNGameProj/Source/FortniteEditor/FortniteEditor.Build.cs
T
Zylox e310c4393a Update
Rewrite folder structure
Add custom asset type from https://github.com/SizzyFNBR/FortniteEditor
2022-09-04 22:48:08 +02:00

36 lines
1.2 KiB
C#

// Fill out your copyright notice in the Description page of Project Settings.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
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", "AssetTools" });
PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}