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- add new UModelingObjectsCreationAPI and associated data structures, provides abstract API for creating mesh and texture objects from Tools that is not specifically tied to StaticMesh Actors/Assets - new helper functions in UE::Modeling:: namespace to simplify usage of an implementation of this API registered in a ContextObjectStore - add new UEditorModelingObjectsCreationAPI implementation of above, supports hooks for higher level to provide custom paths - add ModelingModeAssetUtils.h, provides several functions in UE::Modeling:: namespace to be used to implement those hooks (various existing path-determination code is moved here) - ModelingToolsEditorMode now registers an instance of UEditorModelingObjectsCreationAPI in ContextObjectStore and connects up callbacks to these path functions - AssetGenerationUtil functions and ModelingModeAssetAPI deleted - All Tools that previously used IToolsContextAssetAPI updated to use this new system #rb jimmy.andrews #rnx #jira none #preflight 60b7c2ddae46a1000162729b [CL 16538450 by Ryan Schmidt in ue5-main branch]
70 lines
1.4 KiB
C#
70 lines
1.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class ModelingComponents : ModuleRules
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{
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public ModelingComponents(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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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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"PhysicsCore",
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"InteractiveToolsFramework",
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"MeshDescription",
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"StaticMeshDescription",
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"GeometryCore",
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"GeometryAlgorithms",
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"DynamicMesh",
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"MeshConversion",
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"ModelingOperators"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"InputCore",
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"RenderCore",
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"RHI",
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"ImageWriteQueue"
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//"MeshUtilities", // temp for saving mesh asset
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//"UnrealEd"
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//"Slate",
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//"SlateCore",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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