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using UnrealBuildTool;
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public class GenericInventoryEditor : ModuleRules
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{
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public GenericInventoryEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"GenericInventorySystem",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"UnrealEd",
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"AssetTools",
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}
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);
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}
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}
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