Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsEditorModule/SmartObjectsEditorModule.Build.cs
yoan stamant 1cbe440fe2 [SmartObjects]
* Collection entry holds the Transform, Bounds and Index to the shared configuration. This removes the dependency on components being loaded to create runtime data for partitioned worlds.
* Removed commented references to SparseClassData since that approach won't be used (actor component not supported)
* Runtime data now points to a shared configuration from the collection instead of holding a copy
* Subsystem tracks components registered at runtime so the collection can be updated accordingly since those entries won't persist outside of loading range
* Moved most initialization code for the subsystem to the OnWorldComponentsUpdated callback since active level collection is set and actors from the persistent level registered.

[WorldPartitionBuilder]
* Added OnPartitionBuildStarted/OnPartitionBuildCompleted virtual methods
* New UWorldPartitionSmartObjectCollectionBuilder to build SmartObjectCollection in partitioned worlds

#preflight 61814a46fc786a0001447995
#jira UE-105113
#rb maxime.mercier

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 18019580 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 18019655 by yoan stamant in ue5-release-engine-test branch]
2021-11-02 11:12:43 -04:00

38 lines
637 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class SmartObjectsEditorModule : ModuleRules
{
public SmartObjectsEditorModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"AssetTools",
"EditorFramework",
"UnrealEd",
"SourceControl",
"AIModule",
"SmartObjectsModule",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"RenderCore",
}
);
}
}
}