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UE-7184 - Show game c++ classes and engine c++ classes in the content browser
The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.
For example:
- Game C++ Classes
- ShooterGame
- Classes
- Bots
- ShooterBot
- ShooterAIController
- [...]
- [...]
The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).
As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).
[CL 2409386 by Jamie Dale in Main branch]
73 lines
1.4 KiB
C#
73 lines
1.4 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class AssetTools : ModuleRules
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{
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public AssetTools(TargetInfo Target)
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{
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PrivateIncludePaths.Add("Developer/AssetTools/Private");
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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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"CurveAssetEditor",
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"Engine",
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"InputCore",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"SourceControl",
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"TextureEditor",
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"UnrealEd",
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"Kismet",
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"Landscape",
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"Foliage",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Analytics",
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"AssetRegistry",
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"ContentBrowser",
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"CurveAssetEditor",
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"DesktopPlatform",
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"EditorWidgets",
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"GameProjectGeneration",
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"Kismet",
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"MainFrame",
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"MaterialEditor",
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"Persona",
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"FontEditor",
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"SoundCueEditor",
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"SoundClassEditor",
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"SourceControl",
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"Landscape",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"ContentBrowser",
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"CurveAssetEditor",
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"CurveTableEditor",
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"DataTableEditor",
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"DesktopPlatform",
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"DestructibleMeshEditor",
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"EditorWidgets",
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"GameProjectGeneration",
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"PropertyEditor",
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"MainFrame",
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"MaterialEditor",
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"Persona",
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"FontEditor",
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"SoundCueEditor",
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"SoundClassEditor"
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}
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);
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}
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}
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