Files
UnrealEngineUWP/Engine/Source/Editor/LevelInstanceEditor/LevelInstanceEditor.Build.cs
patrick enfedaque 6de46bc337 [Experimental] Level Instance Property Override
- 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]
2024-02-22 08:26:27 -05:00

48 lines
926 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class LevelInstanceEditor : ModuleRules
{
public LevelInstanceEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Slate",
"SlateCore",
"EditorFramework",
"UnrealEd",
"LevelEditor",
"ToolMenus",
"PropertyEditor",
"NewLevelDialog",
"MainFrame",
"ContentBrowser",
"AssetTools",
"ClassViewer",
"MessageLog",
"EditorWidgets",
"DeveloperSettings",
"SceneOutliner",
"WorldPartitionEditor",
"Kismet",
"PropertyEditor"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
}
);
}
}