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- Gameplay tags are used to identify a reason - Default reason "SmartObject.EnabledReason.Gameplay" is a tag (UE::SmartObject::EnabledReason::Gameplay) provided by the plugin and used by default if no other reason is specified - Tags are converted to bit masks and stored as disable flags in runtime instance - External systems can declare new Gameplay Tags for the specific needs. System currently allows 16 different reasons (1 default + 15 custom) - A Smart Object instance is considered disabled as soon as at least one reason is set #rb Luciano.Ferraro, mikko.mononen [CL 29989734 by yoan stamant in ue5-main branch]
42 lines
730 B
C#
42 lines
730 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 SmartObjectsModule : ModuleRules
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{
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public SmartObjectsModule(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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"DeveloperSettings",
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"Engine",
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"AIModule",
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"GameplayTags",
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"GameplayAbilities",
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"RHI",
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"StructUtils",
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"WorldConditions",
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"NavigationSystem",
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"TargetingSystem"
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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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"InputCore"
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}
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);
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SetupGameplayDebuggerSupport(Target);
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}
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}
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}
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