Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/StateTreeModule.Build.cs
mikko mononen e669bb6cd9 StateTree: Added property references (get pointer to a property based on binding)
- Added FStateTreePropertyRef which allows to get pointer to bindable output properties in the StateTree
- This will eventually supercede FStateTreeStructRef

[CL 30563615 by mikko mononen in ue5-main branch]
2024-01-11 04:24:45 -05:00

65 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class StateTreeModule : ModuleRules
{
public StateTreeModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"DeveloperSettings",
"Engine",
"AIModule",
"GameplayTags",
"StructUtils",
"StructUtilsEngine",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"PropertyPath",
}
);
UnsafeTypeCastWarningLevel = WarningLevel.Error;
if (Target.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"UnrealEd",
"BlueprintGraph",
}
);
}
if (Target.Platform == UnrealTargetPlatform.Win64 &&
(Target.Configuration != UnrealTargetConfiguration.Shipping || Target.bBuildEditor))
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=1");
PublicDependencyModuleNames.AddRange(
new string[]
{
"TraceLog",
"TraceServices",
"TraceAnalysis"
}
);
}
else
{
PublicDefinitions.Add("WITH_STATETREE_DEBUGGER=0");
}
}
}
}