Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/StateTreeModule.Build.cs
mikko mononen 3f4f44a364 StateTree: UObject and BP support
- 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]
2021-11-24 04:26:12 -05:00

49 lines
832 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeModule : ModuleRules
{
public StateTreeModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"AIModule",
"GameplayBehaviorsModule",
"GameplayTasks",
"GameplayTags",
"GameplayAbilities",
"SmartObjectsModule",
"StructUtils",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore",
}
);
if (Target.Type == TargetType.Editor)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd" // Editor callbacks
}
);
}
}
}
}