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Level Sequences now use UOLs for their bindings. Level Sequence player context is now an ALevelSequenceActor if possible. All bindings (including the extreme-legacy lazy object ptr bindings) are now upgraded to use the UOL binding mechanism. Introduced a new concept for reasoning about object hierarchies in Sequencer: object schemas. Schemas allow customization of how Sequencer handles finding 'parent' and 'child' objects, which allows us to genericize lots of the hard-coded Actor-Component logic. This is just a first pass - there are still many places that directly deal with AActor and UActorComponent, which will be gradually migrated with upcoming work. #jira UE-199305 #rb david.bromberg, ludovic.chabant [CL 29932924 by andrew rodham in ue5-main branch]
48 lines
824 B
C#
48 lines
824 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class LevelSequence : ModuleRules
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{
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public LevelSequence(ReadOnlyTargetRules Target) : base(Target)
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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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"MovieScene",
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"MovieSceneTracks",
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"TimeManagement",
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"UMG",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"DeveloperSettings",
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"MediaAssets",
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"UniversalObjectLocator",
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"ActorPickerMode",
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"EditorFramework",
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"PropertyEditor",
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"UnrealEd"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"SceneOutliner"
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}
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);
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}
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}
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}
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