using System.IO; using UnrealBuildTool; public class OpenAIEditor : ModuleRules { public OpenAIEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; // clang-format off PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "Slate", "SlateCore", "UMG", "OpenAI" }); // clang-format on if (Target.bBuildEditor) { PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd", "Blutility" }); } } }