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WorldPartition - Added Lanscape HLODs Created a custom HLOD builder for ULandscapeComponent * Landscape LOD used to generate the HLOD is autocomputed from the expected draw distance, same for the baked texture size * Expose ALandscapeProxy::GetLODScreenSizeArray() * Actually reverting changes done in CL 18794652 (moving proxy mesh creation back to ALandscapeProxy) * ComputeLayerHash() now takes a bool to choose if we want to compute the hash for edition or runtime data #preflight 620a60a1583261b0a6539c22 #rb Patrick.Enfedaque #ROBOMERGE-AUTHOR: sebastien.lussier #ROBOMERGE-SOURCE: CL 18980225 in //UE5/Release-5.0/... via CL 18980661 via CL 18981014 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18981050 by sebastien lussier in ue5-main branch]
83 lines
1.6 KiB
C#
83 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class Landscape : ModuleRules
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{
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public Landscape(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Runtime/Engine/Private", // for Engine/Private/Collision/PhysXCollision.h
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"Runtime/Landscape/Private",
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"../Shaders/Shared"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"TargetPlatform",
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"DerivedDataCache",
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"Foliage",
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"Renderer",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"ApplicationCore",
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"Engine",
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"RenderCore",
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"RHI",
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"Renderer",
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"Foliage",
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"DeveloperSettings"
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}
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);
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SetupModulePhysicsSupport(Target);
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if (Target.bCompilePhysX && Target.bBuildEditor)
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{
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DynamicallyLoadedModuleNames.Add("PhysXCooking");
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}
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if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"MeshDescription",
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"StaticMeshDescription",
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"MeshUtilitiesCommon"
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}
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);
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}
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if (Target.bBuildEditor == true)
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{
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// TODO: Remove all landscape editing code from the Landscape module!!!
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PrivateIncludePathModuleNames.Add("LandscapeEditor");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EditorFramework",
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"UnrealEd",
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"MaterialUtilities",
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"SlateCore",
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"Slate",
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"GeometryCore"
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}
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);
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CircularlyReferencedDependentModules.AddRange(
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new string[] {
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"UnrealEd",
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"MaterialUtilities",
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}
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);
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}
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}
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}
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