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* 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 FnMain [CL 18019580 by Yoan StAmant in ue5-main branch]
38 lines
637 B
C#
38 lines
637 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class SmartObjectsEditorModule : ModuleRules
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{
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public SmartObjectsEditorModule(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"AssetTools",
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"EditorFramework",
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"UnrealEd",
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"SourceControl",
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"AIModule",
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"SmartObjectsModule",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"RenderCore",
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}
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);
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}
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}
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}
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