// Copyright IHY. using UnrealBuildTool; public class OptimizerEditor : ModuleRules { public OptimizerEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", // UStaticMesh, UStaticMeshComponent, AActor, FTransform }); PrivateDependencyModuleNames.AddRange(new string[] { // --- editor core --- "UnrealEd", // GEditor, FScopedTransaction, UEditorActorSubsystem, editor world context "EditorSubsystem", // UEditorSubsystem (base of UOptimizerSubsystem) "Slate", // notifications / future Slate bits "SlateCore", "InputCore", "ToolMenus", // UToolMenus — Tools menu entry "Projects", // IPluginManager "UMG", // UWidgetBlueprint chain pulled in by the EUW headers "UMGEditor", // WidgetBlueprint.h include path (transitive via EditorUtilityWidgetBlueprint.h) "Blutility", // UEditorUtilitySubsystem / UEditorUtilityWidgetBlueprint (open the EUW panel) // --- mesh geometry & asset discovery (load-bearing for fingerprinting) --- "MeshDescription", // FMeshDescription — LOD0 source vertex/poly data "StaticMeshDescription", // FStaticMeshAttributes, UStaticMesh::GetMeshDescription "AssetRegistry", // enumerate UStaticMesh assets when needed "AssetTools", // asset metadata helpers }); } }