Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/GeometryScriptingEditor.Build.cs

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GeometryScript: continue building out library (still at the trivial-wrappers stage) - ComputeMeshConvexHull, ComputeMeshSweptHull - CreateNewVolumeFromMesh, CreateNewStaticMeshAssetFromMesh - DeleteVerticesFromMesh, DeleteTrianglesFromMesh, AppendBuffersToMesh - AppendSimpleExtrudePolygon, AppendTriangulatedPolygon, hole parameter for Append Disc (to make punctured disc) - IsSameMeshAs, MeasureDistancesBetweenMeshes, IsIntersectingMesh - SplitMeshByComponents, SplitMeshByMaterialIDs, GetSubMeshFromMesh, CopyMeshToMesh - ApplyFlareWarpToMesh, changed other warps to use FTransform for orientation instead of multiple axis parameters - GetHasMaterialIDs, GetMaxMaterialID, EnableMaterialIDs, ClearMaterialIDs, RemapMaterialIDs, GetTriangleMaterialID, GetAllTriangleMaterialIDs, SetTriangleMaterialID, SetAllTriangleMaterialIDs - SetNumUVSets, TranslateMeshUVs, ScaleMeshUVs, RotateMeshUVs, SetMeshUVsFromPlanarProjection, SetMeshUVsFromBoxProjection, RepackMeshUVs - GetNumConnectedComponents, GetAllVertexPositions - aded FGeometryScriptDynamicMeshBVH wrapper for AABBTree & FWNTree. Somewhat risky but avoids a UObject wrapper, and these objects are (currently) intended to have a lifetime that does not extend outside a single BP - BuildBVHForMesh, IsBVHValidForMesh, RebuildBVHForMesh, FindNearestPointOnMesh, FindNearestRayIntersectionWithMesh, IsPointInsideMesh #rb none #rnx #jira none #preflight 6142c4d4599fd8000183db48 #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 17537493 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17537531 by ryan schmidt in ue5-release-engine-test branch]
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class GeometryScriptingEditor : ModuleRules
{
public GeometryScriptingEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
GeometryScript: continue building out library (still at the trivial-wrappers stage) - ComputeMeshConvexHull, ComputeMeshSweptHull - CreateNewVolumeFromMesh, CreateNewStaticMeshAssetFromMesh - DeleteVerticesFromMesh, DeleteTrianglesFromMesh, AppendBuffersToMesh - AppendSimpleExtrudePolygon, AppendTriangulatedPolygon, hole parameter for Append Disc (to make punctured disc) - IsSameMeshAs, MeasureDistancesBetweenMeshes, IsIntersectingMesh - SplitMeshByComponents, SplitMeshByMaterialIDs, GetSubMeshFromMesh, CopyMeshToMesh - ApplyFlareWarpToMesh, changed other warps to use FTransform for orientation instead of multiple axis parameters - GetHasMaterialIDs, GetMaxMaterialID, EnableMaterialIDs, ClearMaterialIDs, RemapMaterialIDs, GetTriangleMaterialID, GetAllTriangleMaterialIDs, SetTriangleMaterialID, SetAllTriangleMaterialIDs - SetNumUVSets, TranslateMeshUVs, ScaleMeshUVs, RotateMeshUVs, SetMeshUVsFromPlanarProjection, SetMeshUVsFromBoxProjection, RepackMeshUVs - GetNumConnectedComponents, GetAllVertexPositions - aded FGeometryScriptDynamicMeshBVH wrapper for AABBTree & FWNTree. Somewhat risky but avoids a UObject wrapper, and these objects are (currently) intended to have a lifetime that does not extend outside a single BP - BuildBVHForMesh, IsBVHValidForMesh, RebuildBVHForMesh, FindNearestPointOnMesh, FindNearestRayIntersectionWithMesh, IsPointInsideMesh #rb none #rnx #jira none #preflight 6142c4d4599fd8000183db48 #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 17537493 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17537531 by ryan schmidt in ue5-release-engine-test branch]
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"PhysicsCore",
"RenderCore",
"GeometryCore",
"GeometryFramework",
"DynamicMesh",
"GeometryScriptingCore",
"EditorSubsystem"
GeometryScript: continue building out library (still at the trivial-wrappers stage) - ComputeMeshConvexHull, ComputeMeshSweptHull - CreateNewVolumeFromMesh, CreateNewStaticMeshAssetFromMesh - DeleteVerticesFromMesh, DeleteTrianglesFromMesh, AppendBuffersToMesh - AppendSimpleExtrudePolygon, AppendTriangulatedPolygon, hole parameter for Append Disc (to make punctured disc) - IsSameMeshAs, MeasureDistancesBetweenMeshes, IsIntersectingMesh - SplitMeshByComponents, SplitMeshByMaterialIDs, GetSubMeshFromMesh, CopyMeshToMesh - ApplyFlareWarpToMesh, changed other warps to use FTransform for orientation instead of multiple axis parameters - GetHasMaterialIDs, GetMaxMaterialID, EnableMaterialIDs, ClearMaterialIDs, RemapMaterialIDs, GetTriangleMaterialID, GetAllTriangleMaterialIDs, SetTriangleMaterialID, SetAllTriangleMaterialIDs - SetNumUVSets, TranslateMeshUVs, ScaleMeshUVs, RotateMeshUVs, SetMeshUVsFromPlanarProjection, SetMeshUVsFromBoxProjection, RepackMeshUVs - GetNumConnectedComponents, GetAllVertexPositions - aded FGeometryScriptDynamicMeshBVH wrapper for AABBTree & FWNTree. Somewhat risky but avoids a UObject wrapper, and these objects are (currently) intended to have a lifetime that does not extend outside a single BP - BuildBVHForMesh, IsBVHValidForMesh, RebuildBVHForMesh, FindNearestPointOnMesh, FindNearestRayIntersectionWithMesh, IsPointInsideMesh #rb none #rnx #jira none #preflight 6142c4d4599fd8000183db48 #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 17537493 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17537531 by ryan schmidt in ue5-release-engine-test branch]
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}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"MeshDescription",
"StaticMeshDescription",
"MeshConversion",
"GeometryAlgorithms",
"ModelingOperators",
"ModelingComponents",
GeometryScript: continue building out library (still at the trivial-wrappers stage) - ComputeMeshConvexHull, ComputeMeshSweptHull - CreateNewVolumeFromMesh, CreateNewStaticMeshAssetFromMesh - DeleteVerticesFromMesh, DeleteTrianglesFromMesh, AppendBuffersToMesh - AppendSimpleExtrudePolygon, AppendTriangulatedPolygon, hole parameter for Append Disc (to make punctured disc) - IsSameMeshAs, MeasureDistancesBetweenMeshes, IsIntersectingMesh - SplitMeshByComponents, SplitMeshByMaterialIDs, GetSubMeshFromMesh, CopyMeshToMesh - ApplyFlareWarpToMesh, changed other warps to use FTransform for orientation instead of multiple axis parameters - GetHasMaterialIDs, GetMaxMaterialID, EnableMaterialIDs, ClearMaterialIDs, RemapMaterialIDs, GetTriangleMaterialID, GetAllTriangleMaterialIDs, SetTriangleMaterialID, SetAllTriangleMaterialIDs - SetNumUVSets, TranslateMeshUVs, ScaleMeshUVs, RotateMeshUVs, SetMeshUVsFromPlanarProjection, SetMeshUVsFromBoxProjection, RepackMeshUVs - GetNumConnectedComponents, GetAllVertexPositions - aded FGeometryScriptDynamicMeshBVH wrapper for AABBTree & FWNTree. Somewhat risky but avoids a UObject wrapper, and these objects are (currently) intended to have a lifetime that does not extend outside a single BP - BuildBVHForMesh, IsBVHValidForMesh, RebuildBVHForMesh, FindNearestPointOnMesh, FindNearestRayIntersectionWithMesh, IsPointInsideMesh #rb none #rnx #jira none #preflight 6142c4d4599fd8000183db48 #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 17537493 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17537531 by ryan schmidt in ue5-release-engine-test branch]
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"ModelingComponentsEditorOnly",
"EditorFramework",
"UnrealEd",
"BSPUtils"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}