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- Added option to start the StateTree automatically on BeginPlay - StateTreeComponentSchema: allow to specify which actor class to expect the StateTree to run on (allows to bind to Actor specific data directly) - Fixed FStateTreeReference parameter update on BP instance (the struct gets copied, which cause issues with the delegate handle) #rb Mieszko.Zielinski #preflight 630c70bb0345de4ccf7c8b51 [CL 21685020 by mikko mononen in ue5-main branch]
28 lines
496 B
C#
28 lines
496 B
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 GameplayStateTreeModule : ModuleRules
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{
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public GameplayStateTreeModule(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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"AIModule",
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"Core",
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"CoreUObject",
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"Engine",
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"GameplayTasks",
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"StateTreeModule",
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"StructUtils"
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}
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);
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}
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}
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}
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