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This removes some of the dependencies on UControlRigBlueprint and replaces them with 'host' interfaces for URigVMController and URigVMGraph. Also adds support for TScriptInterfaces in RigVM. This includes a modification of the RigVM parts of UHT. Some of these changes are due to be reworked later to allow RigVM-hosting systems to not have to be also implemented in terms of control rig. #rb Helge.Mathee,Sara.Schvartzman #fyi Helge.Mathee,Sara.Schvartzman #preflight 624d857aa64871f1a11ef3f9 [CL 19645705 by Thomas Sarkanen in ue5-main branch]
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RigVM.h: Module implementation.
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=============================================================================*/
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#include "RigVMModule.h"
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#include "Modules/ModuleManager.h"
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#include "HAL/IConsoleManager.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, RigVM);
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DEFINE_LOG_CATEGORY(LogRigVM);
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#if UE_RIGVM_UOBJECT_PROPERTIES_ENABLED
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TAutoConsoleVariable<bool> CVarRigVMEnableUObjects(TEXT("RigVM.UObjectSupport"), true, TEXT("When true the RigVMCompiler will allow UObjects."));
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#endif
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#if UE_RIGVM_UINTERFACE_PROPERTIES_ENABLED
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TAutoConsoleVariable<bool> CVarRigVMEnableUInterfaces(TEXT("RigVM.UInterfaceSupport"), true, TEXT("When true the RigVMCompiler will allow UInterfaces."));
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#endif
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bool RigVMCore::SupportsUObjects()
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{
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#if UE_RIGVM_UOBJECT_PROPERTIES_ENABLED
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return CVarRigVMEnableUObjects.GetValueOnGameThread();
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#else
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return false;
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#endif
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}
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bool RigVMCore::SupportsUInterfaces()
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{
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#if UE_RIGVM_UINTERFACE_PROPERTIES_ENABLED
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return CVarRigVMEnableUInterfaces.GetValueOnGameThread();
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#else
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return false;
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#endif
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} |