Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/ModelingComponents.Build.cs
nickolas drake 7d8003023f MeshModelingToolset: Fix crash when hiding actors deleted by tools with Delete Inputs option.
Our approach to deleting actors was apparently not sufficient to notify various editor systems of the deletion. This CL replaces AActor::Destroy with calls to UUnrealEdEngine::DeleteActors and UWorld::DeleteActor (depending on the context)

#rb lonnie.li
#jira UE-204240

[CL 31304400 by nickolas drake in ue5-main branch]
2024-02-08 16:20:34 -05:00

63 lines
1.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModelingComponents : ModuleRules
{
public ModelingComponents(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"PhysicsCore",
"InteractiveToolsFramework",
"MeshDescription",
"StaticMeshDescription",
"GeometryCore",
"GeometryFramework",
"GeometryAlgorithms",
"DynamicMesh",
"MeshConversion",
"ModelingOperators",
"DeveloperSettings",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Chaos",
"Engine",
"RenderCore",
"RHI",
"ImageWriteQueue",
"SkeletalMeshDescription", // FSkeletalMeshAttributes::DefaultSkinWeightProfileName
"SlateCore",
"ImageCore",
"PlanarCut",
"GeometryCollectionEngine",
"MeshConversionEngineTypes"
// ... add private dependencies that you statically link with here ...
}
);
if (Target.bCompileAgainstEditor) // #if WITH_EDITOR
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd"
});
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}