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-Added more metadata to the output of the texture export feature.
-Make FTextureBuildFunction stateless and abstract. Now must be derived to produce an instantiable build function.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules depend on TextureBuild module and implement concrete derivatives of FTextureBuildFunction.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules register their build functions through an IBuildFunctionFactory for the lifetime of the module.
-Removed all public interface for the DerivedDataBuild{Loop, Worker} and have them just use the IBuildFunctionFactory modular feature to find all linked build functions.
#rb devin.doucette
#preflight 60acfb486905a60001c3cd29
[CL 16448407 by Zousar Shaker in ue5-main branch]
27 lines
490 B
C#
27 lines
490 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class TextureFormatUncompressed : ModuleRules
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{
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public TextureFormatUncompressed(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"DerivedDataCache",
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"Engine",
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"TargetPlatform",
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"TextureCompressor"
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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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"ImageCore",
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"TextureBuild"
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}
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);
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}
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}
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