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This migrates the mostly declarative action mappings in UVREditorInteractor::Init_Implementation into a new GetKnownActionMappings method, which we can poll in order to translate them into an OpenXR action set at the point during early initialization which OpenXR requires them to be registered. This also adds a `bIsAxis` flag to FViewportActionKeyInput, because axis mappings need to be handled differently. The glue code leveraging this is introduced in a new VirtualScouting plugin, where we'll ultimately migrate the existing code as well (away from VirtualProductionUtilities). #jira UE-146105 #rb Lauren.Barnes #preflight 6261d5b00a1b9c4e192825ce [CL 19857480 by zach brockway in ue5-main branch]
34 lines
737 B
C#
34 lines
737 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class VirtualScoutingOpenXR : ModuleRules
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{
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public VirtualScoutingOpenXR(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"OpenXRHMD",
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}
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);
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// This entire module is an Editor module in spirit, but in practice must be Runtime,
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// because IOpenXRExtensionPlugin requires the PostConfigInit LoadingPhase.
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if (Target.bBuildEditor)
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{
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PublicDependencyModuleNames.Add("VREditor");
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}
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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}
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);
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}
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}
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