using UnrealBuildTool; public class CogDebugEditor : ModuleRules { public CogDebugEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.Add(ModuleDirectory + "/Public"); PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "Slate", "SlateCore", } ); PrivateDependencyModuleNames.AddRange( new string[] { "AssetTools", "CogDebug", "EditorStyle", "EditorWidgets", "InputCore", "PropertyEditor", "Slate", "SlateCore", "SubobjectEditor", "ToolMenus", "UnrealEd", "BlueprintGraph", "GraphEditor", } ); DynamicallyLoadedModuleNames.AddRange( new string[] { } ); } }