Files
nickolas drake 9b96207b83 MeshModelingToolset: Fix crash when hiding actors deleted by tools with Delete Inputs option.
Our approach to deleting actors was apparently not sufficient to notify various editor systems of the deletion. This CL replaces AActor::Destroy with calls to UUnrealEdEngine::DeleteActors and UWorld::DeleteActor (depending on the context)

#rb lonnie.li
#jira UE-204240

[CL 31297677 by nickolas drake in 5.4 branch]
2024-02-08 14:09:05 -05:00

63 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponents : ModuleRules
{
public ModelingComponents(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"PhysicsCore",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"DeveloperSettings",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Chaos",
"Engine",
"RenderCore",
"RHI",
"ImageWriteQueue",
"SkeletalMeshDescription", // FSkeletalMeshAttributes::DefaultSkinWeightProfileName
"SlateCore",
"ImageCore",
"PlanarCut",
"GeometryCollectionEngine",
"MeshConversionEngineTypes"
// ... add private dependencies that you statically link with here ...
}
);
if (Target.bCompileAgainstEditor) // #if WITH_EDITOR
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd"
});
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}