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This change addresses the errors found with applying certain modeling tools to skeletal meshes due to the old code not using the appropriately setup MeshDescription for skeletal meshes. #rb Ryan.Schmidt #rnx #jira UE-138420 #preflight 61d8dbc4430de36baa5fd904 #ROBOMERGE-AUTHOR: nathan.mitchell #ROBOMERGE-SOURCE: CL 18588220 in //UE5/Release-5.0/... via CL 18588227 via CL 18588243 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669) [CL 18588249 by nathan mitchell in ue5-main branch]
79 lines
1.6 KiB
C#
79 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class ModelingComponentsEditorOnly : ModuleRules
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{
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public ModelingComponentsEditorOnly(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"InteractiveToolsFramework",
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"MeshDescription",
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"StaticMeshDescription",
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"SkeletalMeshDescription",
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"GeometryCore",
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"GeometryFramework",
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"GeometryAlgorithms",
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"DynamicMesh",
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"MeshConversion",
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"ModelingOperators",
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"ModelingComponents"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"BSPUtils",
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"CoreUObject",
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"Engine",
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"InputCore",
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"RenderCore",
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"PhysicsCore",
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"Slate",
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"RHI",
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"AssetTools",
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"UnrealEd" // required for asset factories
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"OpenSubdiv", // currently Win64-only
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}
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);
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}
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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