// Copyright 2025 https://yuewu.dev/en All Rights Reserved. using System.IO; using UnrealBuildTool; public class GenericInventorySystem : ModuleRules { public GenericInventorySystem(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; CppCompileWarningSettings.NonInlinedGenCppWarningLevel = WarningLevel.Warning; PublicIncludePaths.AddRange( new[] { Path.Combine(ModuleDirectory, "Public/Core"), Path.Combine(ModuleDirectory, "Public/Core/Items"), Path.Combine(ModuleDirectory, "Public/Core/Attributes"), Path.Combine(ModuleDirectory, "Public/Core/Collections"), Path.Combine(ModuleDirectory, "Public/Core/Fragments"), Path.Combine(ModuleDirectory, "Public/Equipping"), Path.Combine(ModuleDirectory, "Public/Crafting"), Path.Combine(ModuleDirectory, "Public/Exchange"), Path.Combine(ModuleDirectory, "Public/Serialization") // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private include paths required here ... } ); PublicDependencyModuleNames.AddRange( new[] { "Core", "GameplayTags", "DeveloperSettings", "ModularGameplay" // ... add other public dependencies that you statically link with here ... } ); PrivateDependencyModuleNames.AddRange( new[] { "CoreUObject", "Engine", "Slate", "UMG", "SlateCore", "NetCore", "AssetRegistry" // ... add private dependencies that you statically link with here ... } ); SetupIrisSupport(Target); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }