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We now have the capacity to set a uproperty value anywhere in the config file hierarchy Satisfies UEPLAT-429 The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable. Target platform is configurable. [CL 2521330 by Terence Burns in Main branch]
70 lines
1.5 KiB
C#
70 lines
1.5 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class DetailCustomizations : ModuleRules
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{
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public DetailCustomizations(TargetInfo Target)
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{
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PrivateIncludePaths.Add("Editor/DetailCustomizations/Private"); // For PCH includes (because they don't work with relative paths, yet)
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"AppFramework",
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"Core",
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"CoreUObject",
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"DesktopWidgets",
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"Engine",
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"Landscape",
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"InputCore",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"UnrealEd",
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"EditorWidgets",
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"KismetWidgets",
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"SharedSettingsWidgets",
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"ContentBrowser",
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"BlueprintGraph",
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"AnimGraph",
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"PropertyEditor",
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"LevelEditor",
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"DesktopPlatform",
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"ClassViewer",
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"TargetPlatform",
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"ExternalImagePicker",
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"MoviePlayer",
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"SourceControl",
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"InternationalizationSettings",
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"SourceCodeAccess",
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"RHI",
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"MediaAssets",
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"HardwareTargeting",
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"SharedSettingsWidgets",
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"AIModule",
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"MeshUtilities",
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"ConfigEditor",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Engine",
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"Media",
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"Landscape",
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"LandscapeEditor",
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"PropertyEditor",
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"GameProjectGeneration",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"Layers",
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"PropertyEditor",
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"GameProjectGeneration",
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}
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);
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}
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}
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