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We now have the capacity to set a uproperty value anywhere in the config file hierarchy Satisfies UEPLAT-429 The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable. Target platform is configurable. [CL 2521330 by Terence Burns in Main branch]
58 lines
991 B
C#
58 lines
991 B
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class ConfigEditor : ModuleRules
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{
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public ConfigEditor(TargetInfo Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/ConfigEditor/Private",
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"Editor/ConfigEditor/Private/PropertyVisualization",
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}
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);
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PublicIncludePaths.AddRange(
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new string[] {
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"Editor/ConfigEditor/Public",
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"Editor/ConfigEditor/Public/PropertyVisualization",
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}
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);
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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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"EditorStyle",
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"InputCore",
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"PropertyEditor",
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"Slate",
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"SlateCore",
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"SourceControl",
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"TargetPlatform",
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"WorkspaceMenuStructure",
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}
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);
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CircularlyReferencedDependentModules.AddRange(
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new string[]
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{
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"PropertyEditor",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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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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);
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}
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}
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