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Generalized PCG Asset Exporter to make it reusable with other source data Added some implementer friendly functions to make it easier to create new exporters and reuse the same process Added an update mechanism that's aware of its exporter & metadata. *PCG Level to asset exporter Improved tag parsing on level-to-asset so it's in line with GetActorData Adjusted metadata type sto be more efficient in the level-to-asset exporter Added some robustness around reserved tags *PCG Load Asset element Fixed tracking updates missing - only on save at the moment Fixed an issue with pins & data tagging when executing with no template in the PCG Load Asset element - also present in the Proxy element. *PCG Alembic loader Implemented the alembic exporter as a PCG Asset Exporter Updated the EUW to use the new code #rnx #jira UE-206907 #rb adrien.logut, huw.bowles, Patrick.Enfedaque [CL 31850153 by julien lheureux in 5.4 branch]
36 lines
678 B
C#
36 lines
678 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class PCGExternalDataInteropEditor : ModuleRules
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{
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public PCGExternalDataInteropEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"Projects",
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"PCG"
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});
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"PCGEditor",
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"PCGExternalDataInterop",
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"UnrealEd",
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"AlembicLib",
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"AlembicLibrary"
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}
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);
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}
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}
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}
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}
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