Files
UnrealEngineUWP/Engine/Plugins/Runtime/GameplayInteractions/Source/GameplayInteractionsModule/GameplayInteractionsModule.Build.cs
mikko mononen 66e1f36595 StateTree: Changed runtime data to contain only active tasks
- Commented and cleaned up the members of UStateTree a bit
- Changed StateTree Node storage to FInstancedStructArray (contiguous memory)
- Changed StateTree SharedData to FInstancedStructArray
- Changed StateTree instance data to use FInstancedStructArray
- StateTree statistics shows estimated mem usage per state and max for tree (heaviest linked chain)
- Added explicit bLinked state for UStateTree
- Cleaned up UStateTree::ResetCompiled()/ResetLinked()
- Changed StateTree execution context to allocate task instance data on Start() and EnterState()
- StateTree tick uses execution order counters to access the instance data instead of compile time specific index

#jira  UE-153269
#rb Stephen.Holmes Yoan.StAmant
#preflight 628df39faf7a2e956bb45dc5

[CL 20361823 by mikko mononen in ue5-main branch]
2022-05-25 05:34:50 -04:00

29 lines
605 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GameplayInteractionsModule : ModuleRules
{
public GameplayInteractionsModule(ReadOnlyTargetRules Target) : base(Target)
{
ShortName = "GameplayInteractions";
PublicDependencyModuleNames.AddRange(
new string[] {
"AIModule",
"ContextualAnimation",
"Core",
"CoreUObject",
"Engine",
"GameplayTags",
"GameplayTasks",
"MassEntity",
"SmartObjectsModule",
"StateTreeModule",
"StructUtils",
}
);
}
}
}