You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- revert the code that puts MovementComponent->RegisterComponent(); into the 'open' with a custom undo handler - our new treatment of UObject construction and rollback handles this naturally now, and adding components uninstrumented means that we don't properly capture the state of component lists. this was leading to memory corruption / crashes - a few additional fixes across a couple of other modules which are necessary to run RegisterComponent with autortfm instrumentation #rb Brandon.Schaefer, nathan.green [CL 33565434 by michael nicolella in ue5-main branch]
84 lines
2.5 KiB
C#
84 lines
2.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System.IO;
|
|
|
|
namespace UnrealBuildTool.Rules
|
|
{
|
|
public class NavigationSystem : ModuleRules
|
|
{
|
|
public NavigationSystem(ReadOnlyTargetRules Target) : base(Target)
|
|
{
|
|
UnsafeTypeCastWarningLevel = WarningLevel.Warning;
|
|
|
|
PublicDependencyModuleNames.AddRange(
|
|
new string[] {
|
|
"Chaos",
|
|
"Core",
|
|
"CoreUObject",
|
|
"Engine",
|
|
"GeometryCollectionEngine",
|
|
}
|
|
);
|
|
|
|
PrivateIncludePathModuleNames.AddRange(
|
|
new string[]
|
|
{
|
|
"DerivedDataCache",
|
|
"TargetPlatform",
|
|
}
|
|
);
|
|
|
|
PrivateDependencyModuleNames.AddRange(
|
|
new string[] {
|
|
"RHI",
|
|
"RenderCore",
|
|
}
|
|
);
|
|
|
|
SetupModulePhysicsSupport(Target);
|
|
|
|
if (Target.bCompileRecast)
|
|
{
|
|
PrivateDependencyModuleNames.Add("Navmesh");
|
|
PublicDefinitions.Add("WITH_RECAST=1");
|
|
if (Target.bCompileNavmeshSegmentLinks)
|
|
{
|
|
PublicDefinitions.Add("WITH_NAVMESH_SEGMENT_LINKS=1");
|
|
}
|
|
else
|
|
{
|
|
PublicDefinitions.Add("WITH_NAVMESH_SEGMENT_LINKS=0");
|
|
}
|
|
|
|
if (Target.bCompileNavmeshClusterLinks)
|
|
{
|
|
PublicDefinitions.Add("WITH_NAVMESH_CLUSTER_LINKS=1");
|
|
}
|
|
else
|
|
{
|
|
PublicDefinitions.Add("WITH_NAVMESH_CLUSTER_LINKS=0");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Because we test WITH_RECAST in public Engine header files, we need to make sure that modules
|
|
// that import us also have this definition set appropriately. Recast is a private dependency
|
|
// module, so it's definitions won't propagate to modules that import Engine.
|
|
PublicDefinitions.Add("WITH_RECAST=0");
|
|
PublicDefinitions.Add("WITH_NAVMESH_CLUSTER_LINKS=0");
|
|
PublicDefinitions.Add("WITH_NAVMESH_SEGMENT_LINKS=0");
|
|
}
|
|
|
|
if (Target.bBuildEditor == true)
|
|
{
|
|
// @todo api: Only public because of WITH_EDITOR and UNREALED_API
|
|
PublicDependencyModuleNames.Add("EditorFramework");
|
|
PublicDependencyModuleNames.Add("UnrealEd");
|
|
CircularlyReferencedDependentModules.Add("UnrealEd");
|
|
}
|
|
|
|
bAllowAutoRTFMInstrumentation = true;
|
|
}
|
|
}
|
|
}
|