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- Fixed hashing when adding shared fragment for smart object slot definition - Added per slot Runtime Tags - Added common event handling for Smart Object and Slot changes and events - Added annotations, which are slot definition data that has visualization - Added linked slot annotation which allows behavior reuse on slots - Added editor only ID for each slot so that they can be identified during edits - Added SmartObject slot reference type that can be used to reference other slots in the Smart Object - Changed Smart Object bDisable to bEnabled - Added separate enabled state for slots - Changed Smart Object disable to send an event, not forcefully unclaim - Added more visualization support for Smart Object editor (canvas, visualize annotations) - Changed Smart Object editor to use the commonly transform for slots - Remove Smart Object Component instance from the asset editor as it was not needed #rb Stephen.Holmes #preflight 6360f0cf63608aee36e01ba5 [CL 22888712 by mikko mononen in ue5-main branch]
44 lines
800 B
C#
44 lines
800 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 SmartObjectsEditorModule : ModuleRules
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{
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public SmartObjectsEditorModule(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"AdvancedPreviewScene",
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"Core",
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"CoreUObject",
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"ComponentVisualizers",
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"EditorInteractiveToolsFramework",
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"Engine",
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"InputCore",
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"InteractiveToolsFramework",
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"MassEntity",
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"PropertyEditor",
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"SlateCore",
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"Slate",
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"SmartObjectsModule",
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"SourceControl",
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"UnrealEd"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"RenderCore",
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"ApplicationCore",
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}
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);
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}
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}
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}
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