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- Also got rid of the loaded class cache in favor of a cached state for just opened BP editors that gets invalidated when settings are edited or the BP is (directly) reparented #jira UE-81056 #rb marc.audy #preflight 61e0aa1b6e49801093696899 #ROBOMERGE-AUTHOR: michael.noland #ROBOMERGE-SOURCE: CL 18609404 in //UE5/Release-5.0/... via CL 18609465 via CL 18609499 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669) [CL 18609551 by michael noland in ue5-main branch]
57 lines
1.2 KiB
C#
57 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class BlueprintGraph : ModuleRules
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{
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public BlueprintGraph(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/BlueprintGraph/Private",
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"Editor/KismetCompiler/Public",
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}
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);
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OverridePackageType = PackageOverrideType.EngineDeveloper;
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PublicDependencyModuleNames.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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"EditorStyle",
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"EditorSubsystem",
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"DeveloperSettings"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"EditorStyle",
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"KismetCompiler",
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"EditorFramework",
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"UnrealEd",
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"GraphEditor",
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"SlateCore",
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"Kismet",
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"KismetWidgets",
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"PropertyEditor",
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"ToolMenus",
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}
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);
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CircularlyReferencedDependentModules.AddRange(
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new string[] {
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"KismetCompiler",
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"UnrealEd",
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"GraphEditor",
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"Kismet",
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}
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);
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}
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}
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