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#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2840895 on 2016/01/23 by Max.Chen
Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.
Change 2937981 on 2016/04/08 by Max.Chen
Sequencer: Refactored GetKeyHandles to take a time range for filtering keys
Change 3051834 on 2016/07/15 by Max.Chen
Sequencer: Adjust tooltips for autokeying and key all to be more descriptive.
#jira UE-33081
Change 3053057 on 2016/07/17 by Max.Chen
Sequencer: String track editor
#jira UE-32141
Change 3053083 on 2016/07/18 by Max.Chen
Sequence Recorder: Add an option to maximize the viewport when starting recording.
Change 3053084 on 2016/07/18 by Max.Chen
Added UnmapAction to FUICommandList
Sequencer uses this to re-hook into the level editor commands without issue when it re-opens.
Change 3053085 on 2016/07/18 by Max.Chen
Sequence Recorder: Display name of next sequence in sequence recorder
Also display on-screen during countdown
Change 3053086 on 2016/07/18 by Max.Chen
Sequence Recorder: Improved recording indicator icon, text & timer
Also fixed a bug with record/stop button where they would not show/enable correctly if no animations were being recorded for a sequence.
Change 3053089 on 2016/07/18 by Max.Chen
Sequencer: Added hotkey for recording selected actors
Alt+R now records selected actor into sequencer.
Change 3055488 on 2016/07/19 by Max.Chen
Sequencer: Fixed NotifyCameraCut() being erroneously called every frame (in FSequencer), and not being called at all in ULevelSequencePlayer
Change 3056783 on 2016/07/19 by Max.Preussner
PS4Media: Attempting to fix playlist advance on PS4 (UE-33481)
#jira UE-33481
[CL 3057666 by Max Chen in Main branch]
85 lines
1.7 KiB
C#
85 lines
1.7 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class AssetTools : ModuleRules
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{
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public AssetTools(TargetInfo Target)
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{
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PrivateIncludePaths.Add("Developer/AssetTools/Private");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CurveAssetEditor",
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"Engine",
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"InputCore",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"SourceControl",
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"TextureEditor",
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"UnrealEd",
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"PropertyEditor",
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"Kismet",
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"Landscape",
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"Foliage",
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"Niagara",
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Analytics",
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"AssetRegistry",
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"ContentBrowser",
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"CollectionManager",
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"CurveAssetEditor",
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"DesktopPlatform",
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"EditorWidgets",
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"GameProjectGeneration",
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"PropertyEditor",
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"ActorPickerMode",
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"Kismet",
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"MainFrame",
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"MaterialEditor",
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"MessageLog",
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"Persona",
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"FontEditor",
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"SoundCueEditor",
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"SoundClassEditor",
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"SourceControl",
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"Landscape",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"ContentBrowser",
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"CollectionManager",
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"CurveTableEditor",
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"DataTableEditor",
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"DesktopPlatform",
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"DestructibleMeshEditor",
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"EditorWidgets",
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"GameProjectGeneration",
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"ActorPickerMode",
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"MainFrame",
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"MaterialEditor",
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"MessageLog",
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"Persona",
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"FontEditor",
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"SoundCueEditor",
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"SoundClassEditor"
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}
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);
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}
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}
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