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- 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]
29 lines
605 B
C#
29 lines
605 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 GameplayInteractionsModule : ModuleRules
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{
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public GameplayInteractionsModule(ReadOnlyTargetRules Target) : base(Target)
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{
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ShortName = "GameplayInteractions";
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"AIModule",
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"ContextualAnimation",
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"Core",
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"CoreUObject",
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"Engine",
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"GameplayTags",
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"GameplayTasks",
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"MassEntity",
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"SmartObjectsModule",
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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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