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- Removed State Succeeded/Failed from transitions as it currently does not make sense - Change "Add Routine" button to "Add State" -Rrenamed routines to SubTrees, generally support just one - Add a root node by default #jira UE-140363 #rb Yoan.StAmant #preflight 61f3a6bf801201ab387c9b99 #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18769095 in //UE5/Release-5.0/... via CL 18769102 via CL 18769116 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18769117 by mikko mononen in ue5-main branch]
50 lines
871 B
C#
50 lines
871 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 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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"Projects",
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"BlueprintGraph",
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"PropertyAccessEditor",
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"StructUtils",
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"StructUtilsEditor",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"RenderCore",
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"GraphEditor",
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"KismetWidgets",
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"PropertyPath",
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"PropertyEditor",
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"ToolMenus",
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}
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);
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}
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}
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}
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