- Created a comprehensive implementation checklist for the Planar Capture System (Systems 136-147) detailing tasks across multiple phases including C++ core, material foundation, Blueprint actors, data assets, integration, and performance testing. - Added a developer reference document outlining the architecture, data flow, state machine, budget enforcement, render target pooling, horror features, integration points, multiplayer networking, performance characteristics, debugging methods, and build order for the capture systems. - Introduced examples of capture surface usage in the Project Void horror game, including specific implementations for mirrors, monitors, portals, and fake windows, along with a checklist for integration tasks.
47 lines
1.0 KiB
C#
47 lines
1.0 KiB
C#
// // Copyright Ngonart OU. All Rights Reserved.
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using UnrealBuildTool;
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public class PG_Framework : ModuleRules
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{
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public PG_Framework(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"Renderer",
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"RenderCore",
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"GameplayTags",
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"EnhancedInput",
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"InputCore",
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"UMG",
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"Slate",
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"SlateCore",
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"AIModule",
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"NavigationSystem",
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"MotionWarping",
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"PhysicsCore",
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"DeveloperSettings",
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"MetasoundEngine",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"GameplayTasks",
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});
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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