// Distributed under the MIT License (MIT) (see accompanying LICENSE file) using System.IO; using UnrealBuildTool; public class ImGui : ModuleRules { #if WITH_FORWARDED_MODULE_RULES_CTOR public ImGui(ReadOnlyTargetRules Target) : base(Target) #else public ImGui(TargetInfo Target) #endif { #if WITH_FORWARDED_MODULE_RULES_CTOR bool bBuildEditor = Target.bBuildEditor; #else bool bBuildEditor = (Target.Type == TargetRules.TargetType.Editor); #endif PublicIncludePaths.AddRange( new string[] { "ImGui/Public", Path.Combine(ModuleDirectory, "../ThirdParty/ImGuiLibrary/Include") // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { "ImGui/Private", "ThirdParty/ImGuiLibrary/Private" // ... add other private include paths required here ... } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", "Projects" // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "InputCore", "Slate", "SlateCore" // ... add private dependencies that you statically link with here ... } ); if (bBuildEditor) { PrivateDependencyModuleNames.AddRange( new string[] { "EditorStyle", "Settings", "UnrealEd", } ); } DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }