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- World Partition support only - Property Overrides are saved as a sub-object (ULevelInstancePropertyOverrideAsset) of the LevelInstance Actor (same package) - Support for Overrides to be stored at any level of the LevelInstance hierarchy (based on root edit context) - Support for Override ActorDescs, overriden actors have override actor descs through ULevelInstanceContainerInstance/ULevelInstancePropertyOverrideContainer meaning overriden ActorDescs which will be taken into account for streaming generation - Override ActorDescs are saved as part of a FLevelInstancePropertyOverrideDesc - Add support for ActorDescs to be serialized with a base actor desc instead of a class desc - Add Level Instance Property Override Experimental setting - Remove Level Instance / Packed Level Actor Experimental setting (no longer experimental) #jira UE-191991 #rb Richard.Malo, JeanFrancois.Dube #rnx [CL 31718242 by patrick enfedaque in ue5-main branch]
48 lines
926 B
C#
48 lines
926 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class LevelInstanceEditor : ModuleRules
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{
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public LevelInstanceEditor(ReadOnlyTargetRules Target) : base(Target)
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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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PrivateDependencyModuleNames.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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"Slate",
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"SlateCore",
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"EditorFramework",
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"UnrealEd",
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"LevelEditor",
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"ToolMenus",
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"PropertyEditor",
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"NewLevelDialog",
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"MainFrame",
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"ContentBrowser",
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"AssetTools",
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"ClassViewer",
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"MessageLog",
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"EditorWidgets",
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"DeveloperSettings",
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"SceneOutliner",
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"WorldPartitionEditor",
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"Kismet",
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"PropertyEditor"
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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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