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- refactored the property binding representation, editor binding shave now more structure, and removed intermediate representation - added functionality to resolve property paths agains a known value - added instanced struct and object indirection types - added editor functionality to allow to bind to further than first level of properties - refactored editor tree traversal, allow to access values too - simplified statetree node ui - requires to recompile trees, bumped version #rb Mieszko.Zielinski #preflight 63e6204ff15c83b79312aca5 [CL 24117094 by mikko mononen in ue5-main branch]
46 lines
746 B
C#
46 lines
746 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 StateTreeModule : ModuleRules
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{
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public StateTreeModule(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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"AIModule",
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"GameplayTags",
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"StructUtils",
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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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"PropertyPath",
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}
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);
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if (Target.Type == TargetType.Editor)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"UnrealEd" // Editor callbacks
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}
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);
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}
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}
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}
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}
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