Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/LevelSequence.Build.cs
andrew rodham 389412f945 Sequencer: Convert default binding mechanism to use universal object locators
Level Sequences now use UOLs for their bindings.
Level Sequence player context is now an ALevelSequenceActor if possible.
All bindings (including the extreme-legacy lazy object ptr bindings) are now upgraded to use the UOL binding mechanism.

Introduced a new concept for reasoning about object hierarchies in Sequencer: object schemas. Schemas allow customization of how Sequencer handles finding 'parent' and 'child' objects, which allows us to genericize lots of the hard-coded Actor-Component logic. This is just a first pass - there are still many places that directly deal with AActor and UActorComponent, which will be gradually migrated with upcoming work.

#jira UE-199305
#rb david.bromberg, ludovic.chabant

[CL 29932924 by andrew rodham in ue5-main branch]
2023-11-27 09:05:23 -05:00

48 lines
824 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelSequence : ModuleRules
{
public LevelSequence(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"MovieScene",
"MovieSceneTracks",
"TimeManagement",
"UMG",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"DeveloperSettings",
"MediaAssets",
"UniversalObjectLocator",
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"ActorPickerMode",
"EditorFramework",
"PropertyEditor",
"UnrealEd"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"SceneOutliner"
}
);
}
}
}