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Make/Break/Set nodes will no longer show the overrides variables that are used as conditionals for other variables. These values will automatically be set to true when their corresponding variable is made visible in the node and false if they are not visible. Added a tooltip for the checkbox to enable these pins to explain the situation. This feature changes the functionality of existing nodes, all affected cases will give a Warning until the Blueprint is recompiled. #jira UE-18268 - Post process settings blueprint polish [CL 2667807 by Michael Schoell in Main branch]
51 lines
1.0 KiB
C#
51 lines
1.0 KiB
C#
// Copyright 1998-2015 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(TargetInfo 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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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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"AIModule",
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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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"UnrealEd",
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"GraphEditor",
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"SlateCore",
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"Kismet",
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"PropertyEditor",
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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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