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