Files
julien lheureux 441e6e86a6 *PCG Asset Exporter
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]
2024-02-27 15:05:41 -05:00

36 lines
678 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class PCGExternalDataInteropEditor : ModuleRules
{
public PCGExternalDataInteropEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"Projects",
"PCG"
});
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"PCGEditor",
"PCGExternalDataInterop",
"UnrealEd",
"AlembicLib",
"AlembicLibrary"
}
);
}
}
}
}