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- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names - Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes - Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use - Improved State Tree editor bindings to update when BP/UDS properties are changed #jira UE-184193, UE-168168 [CL 26143169 by mikko mononen in ue5-main branch]
73 lines
1.4 KiB
C#
73 lines
1.4 KiB
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 StateTreeEditorModule : ModuleRules
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{
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public StateTreeEditorModule(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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}
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);
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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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"InputCore",
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"AssetTools",
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"EditorFramework",
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"UnrealEd",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"PropertyEditor",
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"StateTreeModule",
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"SourceControl",
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"Projects",
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"BlueprintGraph",
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"PropertyAccessEditor",
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"StructUtils",
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"StructUtilsEngine",
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"StructUtilsEditor",
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"GameplayTags",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AssetDefinition",
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"RenderCore",
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"GraphEditor",
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"KismetWidgets",
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"PropertyPath",
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"ToolMenus",
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"ToolWidgets",
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"ApplicationCore",
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"DeveloperSettings",
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"RewindDebuggerInterface"
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}
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);
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PrivateIncludePathModuleNames.AddRange(new string[] {
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"MessageLog",
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});
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PrivateIncludePaths.AddRange(new string[] {
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System.IO.Path.Combine(GetModuleDirectory("PropertyEditor"), "Private"),
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});
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=1");
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}
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else
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{
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PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=0");
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}
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}
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}
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}
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