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The old context menu previously only showed relevant commands, but the new top-level menu always shows all commands, disabling irrelevant ones. I've moved that logic into the commands' CanExecute callback in order to have them properly enable/disable when available/unavailable. #jira UETOOL-2796 #rb louise.rasmussen #preflight 614a56cab4b2fb0001b085c3 #ROBOMERGE-AUTHOR: steven.dao #ROBOMERGE-SOURCE: CL 17590040 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257) [CL 17590056 by steven dao in ue5-release-engine-test branch]
44 lines
987 B
C#
44 lines
987 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class GeometryCollectionEditor : ModuleRules
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{
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public GeometryCollectionEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.Add("GeometryCollectionEditor/Private");
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PublicIncludePaths.Add(ModuleDirectory + "/Public");
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Slate",
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"SlateCore",
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"Engine",
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"EditorFramework",
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"UnrealEd",
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"PropertyEditor",
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"RenderCore",
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"RHI",
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"GeometryCollectionEngine",
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"RawMesh",
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"AssetTools",
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"AssetRegistry",
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"SceneOutliner",
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"EditorStyle",
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"ToolMenus",
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"Chaos",
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"MeshDescription",
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"StaticMeshDescription",
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"LevelEditor",
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"InputCore",
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}
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);
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PrivateDefinitions.Add("CHAOS_INCLUDE_LEVEL_1=1");
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}
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}
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}
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