// Copyright (c) 2026 Artem Tarasov. All Rights Reserved.
//
// RELEASE STUB - generated by package.ps1, NOT the real build rules.
//
// The KismetAI module ships precompiled in Binaries/<Platform>/. This file
// exists only so UnrealBuildTool can resolve the module referenced by
// KismetAI.uplugin and LINK the prebuilt binary instead of recompiling it.
// bUsePrecompiled=true tells UBT there is no source to build here, which is
// what lets C++ consumer projects rebuild their own target without a Build.cs
// RulesError. The full source build rules live in the project repo.

using UnrealBuildTool;

public class KismetAI : ModuleRules
{
    public KismetAI(ReadOnlyTargetRules Target) : base(Target)
    {
        bUsePrecompiled = true;
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core",
            "CoreUObject",
            "HTTPServer"
        });

        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "Engine",
            "UnrealEd",
            "BlueprintGraph",
            "KismetCompiler",
            "Kismet",
            "GraphEditor",
            "MaterialEditor",
            "UMG",
            "UMGEditor",
            "AnimGraph",
            "AnimGraphRuntime",
            "RenderCore",
            "RHI",
            "Json",
            "JsonUtilities",
            "HTTP",
            "SSL",
            "Slate",
            "SlateCore",
            "ToolMenus",
            "InputCore",
            "Projects",
            "WebBrowser",
            "ApplicationCore",
            "AssetRegistry",
            "AssetTools",
            "FileUtilities",
            "DeveloperSettings",
            "SourceCodeAccess"
        });
    }
}