You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- 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]
65 lines
1.2 KiB
C#
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");
|
|
}
|
|
}
|
|
}
|
|
}
|