Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/SmartObjectsModule.Build.cs
yoan stamant 05a440dcfb [SmartObject] added some Tags filtering policy
+ added activityTags in slot
+ added unit test for tag filtering and fixed unit tests messages
+ preview mesh and actor class are no longer exposed to the user in the definition asset (they should only be used by the editor for preview)
+ misc API cleanup and simplifications
#rnx
#rb mikko.mononen
#preflight 621e6a9dca28c5563431e601

#ROBOMERGE-OWNER: yoan.stamant
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 19204358 via CL 19212259 via CL 19212264 via CL 19212779
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19224407 by yoan stamant in ue5-main branch]
2022-03-02 13:25:37 -05:00

49 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class SmartObjectsModule : ModuleRules
{
public SmartObjectsModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"DeveloperSettings",
"Engine",
"AIModule",
"GameplayBehaviorsModule",
"GameplayTasks",
"GameplayTags",
"GameplayAbilities",
"MassEntity",
"RHI",
"StructUtils"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore"
}
);
if (Target.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
{
PrivateDependencyModuleNames.Add("GameplayDebugger");
PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
}
else
{
PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=0");
}
}
}
}