// Tencent is pleased to support the open source community by making UnLua available. // // Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved. // // Licensed under the MIT License (the "License"); // you may not use this file except in compliance with the License. You may obtain a copy of the License at // // http://opensource.org/licenses/MIT // // Unless required by applicable law or agreed to in writing, // software distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and limitations under the License. using UnrealBuildTool; using System.IO; public class UnLuaEditor : ModuleRules { public UnLuaEditor(ReadOnlyTargetRules Target) : base(Target) { #if UE_5_2_OR_LATER IWYUSupport = IWYUSupport.None; #else bEnforceIWYU = false; #endif PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { } ); string EngineDir = Path.GetFullPath(Target.RelativeEnginePath); PrivateIncludePaths.AddRange( new[] { "UnLuaEditor/Private", "UnLua/Private", Path.Combine(EngineDir, "Source/Editor/AnimationBlueprintEditor/Private"), Path.Combine(EngineDir, "Source/Runtime/Slate/Private"), } ); PrivateIncludePathModuleNames.AddRange( new[] { "Kismet", "MainFrame", "AnimationBlueprintEditor", "Slate", "SlateCore", "Persona", } ); PrivateDependencyModuleNames.AddRange( new[] { "Core", "CoreUObject", "Engine", "UnrealEd", #if UE_5_0_OR_LATER "DeveloperToolSettings", #endif "EditorStyle", "ApplicationCore", "Projects", "InputCore", "UMG", "UMGEditor", "BlueprintGraph", "Slate", "SlateCore", "DirectoryWatcher", "Networking", "Sockets", "UnLua", "Lua", "ToolMenus" } ); DynamicallyLoadedModuleNames.AddRange( new[] { "Kismet", "MainFrame", "AnimationBlueprintEditor", } ); } }