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- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner - take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly - separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items - allow item instance to be a struct or object - added editor support for both struct or object based instance - added Blueprint base classes for Eval, Task and Condition - Update UStateTreeBrainComponent #jira UE-135723 #review-18267822 #robomerge 5.0 [CL 18280804 by mikko mononen in ue5-main branch]
49 lines
832 B
C#
49 lines
832 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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"GameplayBehaviorsModule",
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"GameplayTasks",
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"GameplayTags",
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"GameplayAbilities",
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"SmartObjectsModule",
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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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}
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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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