using UnrealBuildTool; /** * The engine-status snapshot, split out so it can load at PostConfigInit - * long before the bridge module (PostEngineInit) exists. Everything the * editor does between those two points (asset registry scan, startup shader * compilation, map load, the prompts that fire during them) used to be * invisible to ue-mcp because nothing of ours was loaded yet. * * Dependencies are deliberately minimal: Core carries the slow-task scope * stack, the application heartbeat (UE 5.8+) and the threading needed to * publish the snapshot. Slate and Engine are NOT dependencies - they are not reliably * up this early, so the bridge module injects those richer sources * (modal-dialog description, shader/asset compile counts) when it loads. */ public class UE_MCP_BridgeStatus : ModuleRules { public UE_MCP_BridgeStatus(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange( new string[] { "Core", "Json", } ); PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Projects", } ); } } // Rescan trigger: Private/Tests/MCPEngineStatusTests.cpp (#990).