Files
UnrealEngineUWP/Engine/Source/Runtime/SkillSystem/SkillSystem.Build.cs
Billy Bramer b8d692da28 Merge CLs with refactor of GameplayTags to main. Largely WIP, more changes coming.
[AUTOMERGE]

- Step one of gameplay tag refactor: deletion of un-used and unfixed content

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067362 by Billy.Bramer on 2014/05/08 16:08:55.

[AUTOMERGE]

Gameplay Tag Refactor

Unshelved from AntonyC's pending changelist '2003772':

#TTP 322200 - Gameplay Tags: Refactor how tags are stored/queried

#proj Fortnite.Editor

#summary Refactored Tags from FName array to a FGamplayTag

#change removed all FName Tags and replaces with FGameplayTag
#added added tag verification so that new tags are not created at runtime
#added added new object version for data upgrade on all tagcontainers to be in new format and only store leaf most tags
#added requestgameplaytag function to FortGlobals, so that the tag manager can be started up before first use
#added New GraphPin for single tags
#change Added mode to SGamplayTagWidget to allow single select
#change PropertyArray fixed to now support empty arrays in the ImportText

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Additional Changes/Modifications
- Add new BlueprintGameplayTagLibrary to expose tag container functions to blueprints; Will add more in future post-refactor
- Fix bug with AddLeafTagToContainer incorrectly clearing the wrong container
- Remove default parameters for TagContainer.HasTag and fix call-sites to remain logically consistent with old behavior
- Make FName constructor for tag explicit
- Fix incorrect requirements check in combat effect
- Expose tag asset interface to blueprints
- Remove serialization fix-up from game data (manually fixed up)
- Remove version bump and serialization fix-up on tag container (will be re-done from main branch post merge)

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067378 by Billy.Bramer on 2014/05/08 16:15:42.

[AUTOMERGE]

#UE4 Fixed up GameplayTag usage in the SkillSystem module

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067576 by Bob.Tellez on 2014/05/08 18:38:58.

[AUTOMERGE]

- Linker build fix on gameplay tags

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067708 by Billy.Bramer on 2014/05/08 21:18:36.

[AUTOMERGE]

- Minor optimization in header

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067709 by Billy.Bramer on 2014/05/08 21:22:27.

[AUTOMERGE]

- Gameplay tag refactor, round 3
- Fortnite asset conversion/update

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068202 by Billy.Bramer on 2014/05/09 11:13:36.

[AUTOMERGE]

- Fix gameplay tag reimporting failing to reinitialize the tag table

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068787 by Billy.Bramer on 2014/05/09 18:11:23.

[AUTOMERGE]

#UE4 Fixed up GameplayTag usage in the SkillSystem module after merge from main

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070710 by Fred.Kimberley on 2014/05/12 15:57:13.

#codereview Fred.Kimberley, David.Ratti

[CL 2078452 by Billy Bramer in Main branch]
2014-05-19 23:21:13 -04:00

53 lines
1.1 KiB
C#

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class SkillSystem : ModuleRules
{
public SkillSystem(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"GameplayTags",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (UEBuildConfiguration.bBuildEditor == true)
{
PrivateDependencyModuleNames.Add("UnrealEd");
PrivateDependencyModuleNames.Add("GameplayTagsEditor");
}
}
}
}