Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly.
This commit is contained in:
parent
df1df9a56f
commit
b1ef780086
@ -17,6 +17,11 @@
|
|||||||
"Type": "Runtime",
|
"Type": "Runtime",
|
||||||
"LoadingPhase": "PreDefault"
|
"LoadingPhase": "PreDefault"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"Name": "ComboInputNodes",
|
||||||
|
"Type": "UncookedOnly",
|
||||||
|
"LoadingPhase": "Default"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"Name": "ComboInputEditor",
|
"Name": "ComboInputEditor",
|
||||||
"Type": "Editor",
|
"Type": "Editor",
|
||||||
|
|||||||
@ -48,9 +48,7 @@ public class ComboInput : ModuleRules
|
|||||||
"SlateCore",
|
"SlateCore",
|
||||||
"DeveloperSettings",
|
"DeveloperSettings",
|
||||||
|
|
||||||
"BlueprintGraph",
|
"Projects",
|
||||||
"GraphEditor",
|
|
||||||
"KismetCompiler",
|
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|||||||
66
Source/ComboInputNodes/ComboInputNodes.Build.cs
Normal file
66
Source/ComboInputNodes/ComboInputNodes.Build.cs
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||||
|
|
||||||
|
using UnrealBuildTool;
|
||||||
|
|
||||||
|
public class ComboInputNodes : ModuleRules
|
||||||
|
{
|
||||||
|
public ComboInputNodes(ReadOnlyTargetRules Target) : base(Target)
|
||||||
|
{
|
||||||
|
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||||
|
bLegacyPublicIncludePaths = false;
|
||||||
|
ShadowVariableWarningLevel = WarningLevel.Error;
|
||||||
|
|
||||||
|
PublicIncludePaths.AddRange
|
||||||
|
(
|
||||||
|
new string[]
|
||||||
|
{
|
||||||
|
// ... add public include paths required here ...
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
PrivateIncludePaths.AddRange
|
||||||
|
(
|
||||||
|
new string[]
|
||||||
|
{
|
||||||
|
"ComboInputNodes/Private"
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
PublicDependencyModuleNames.AddRange
|
||||||
|
(
|
||||||
|
new string[]
|
||||||
|
{
|
||||||
|
"ComboInput",
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
PrivateDependencyModuleNames.AddRange
|
||||||
|
(
|
||||||
|
new string[]
|
||||||
|
{
|
||||||
|
"Core",
|
||||||
|
"CoreUObject",
|
||||||
|
"Engine",
|
||||||
|
"Slate",
|
||||||
|
"SlateCore",
|
||||||
|
"DeveloperSettings",
|
||||||
|
|
||||||
|
"UnrealEd",
|
||||||
|
"BlueprintGraph",
|
||||||
|
"GraphEditor",
|
||||||
|
"KismetCompiler",
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
DynamicallyLoadedModuleNames.AddRange
|
||||||
|
(
|
||||||
|
new string[]
|
||||||
|
{
|
||||||
|
// ... add any modules that your module loads dynamically here ...
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
24
Source/ComboInputNodes/Private/ComboInputNodes.cpp
Normal file
24
Source/ComboInputNodes/Private/ComboInputNodes.cpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
||||||
|
|
||||||
|
#include "ComboInputNodes.h"
|
||||||
|
|
||||||
|
#include "GameplayTagsManager.h"
|
||||||
|
#include "Interfaces/IPluginManager.h"
|
||||||
|
|
||||||
|
#define LOCTEXT_NAMESPACE "FComboInputNodesModule"
|
||||||
|
|
||||||
|
|
||||||
|
void FComboInputNodesModule::StartupModule()
|
||||||
|
{
|
||||||
|
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||||
|
}
|
||||||
|
|
||||||
|
void FComboInputNodesModule::ShutdownModule()
|
||||||
|
{
|
||||||
|
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||||
|
// we call this function before unloading the module.
|
||||||
|
}
|
||||||
|
|
||||||
|
#undef LOCTEXT_NAMESPACE
|
||||||
|
|
||||||
|
IMPLEMENT_MODULE(FComboInputNodesModule, ComboInputNodes)
|
||||||
@ -1,6 +1,6 @@
|
|||||||
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
||||||
|
|
||||||
#include "Events/K2Node_ComboAction.h"
|
#include "K2Node_ComboAction.h"
|
||||||
|
|
||||||
#include "AssetRegistry/AssetRegistryModule.h"
|
#include "AssetRegistry/AssetRegistryModule.h"
|
||||||
#include "BlueprintActionDatabaseRegistrar.h"
|
#include "BlueprintActionDatabaseRegistrar.h"
|
||||||
@ -1,6 +1,6 @@
|
|||||||
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
||||||
|
|
||||||
#include "Events/K2Node_ComboActionEvent.h"
|
#include "K2Node_ComboActionEvent.h"
|
||||||
|
|
||||||
#include "ComboInputTriggers.h"
|
#include "ComboInputTriggers.h"
|
||||||
#include "Events/ComboActionDelegateBinding.h"
|
#include "Events/ComboActionDelegateBinding.h"
|
||||||
@ -3,7 +3,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
|
|
||||||
|
#include "ComboInputTriggers.h"
|
||||||
#include "K2Node_Event.h"
|
#include "K2Node_Event.h"
|
||||||
|
|
||||||
#include "K2Node_ComboActionEvent.generated.h"
|
#include "K2Node_ComboActionEvent.generated.h"
|
||||||
|
|
||||||
|
|
||||||
@ -12,7 +15,7 @@
|
|||||||
* when the ComboManagerComponent activates the associated action.
|
* when the ComboManagerComponent activates the associated action.
|
||||||
*/
|
*/
|
||||||
UCLASS()
|
UCLASS()
|
||||||
class COMBOINPUT_API UK2Node_ComboActionEvent : public UK2Node_Event
|
class COMBOINPUTNODES_API UK2Node_ComboActionEvent : public UK2Node_Event
|
||||||
{
|
{
|
||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
37
Source/ComboInputNodes/Public/ComboInputNodes.h
Normal file
37
Source/ComboInputNodes/Public/ComboInputNodes.h
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "Modules/ModuleInterface.h"
|
||||||
|
|
||||||
|
|
||||||
|
class FComboInputNodesModule : public IModuleInterface
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Singleton-like access to this module's interface. This is just for convenience!
|
||||||
|
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
|
||||||
|
*
|
||||||
|
* @return Returns singleton instance, loading the module on demand if needed
|
||||||
|
*/
|
||||||
|
static FComboInputNodesModule &Get()
|
||||||
|
{
|
||||||
|
return FModuleManager::LoadModuleChecked<FComboInputNodesModule>("ComboInputNodes");
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
|
||||||
|
*
|
||||||
|
* @return True if the module is loaded and ready to use
|
||||||
|
*/
|
||||||
|
static bool IsAvailable()
|
||||||
|
{
|
||||||
|
return FModuleManager::Get().IsModuleLoaded("ComboInputNodes");
|
||||||
|
}
|
||||||
|
|
||||||
|
/** IModuleInterface implementation */
|
||||||
|
virtual void StartupModule() override;
|
||||||
|
virtual void ShutdownModule() override;
|
||||||
|
};
|
||||||
@ -19,7 +19,7 @@ class FKismetCompilerContext;
|
|||||||
|
|
||||||
|
|
||||||
UCLASS()
|
UCLASS()
|
||||||
class COMBOINPUT_API UK2Node_ComboAction : public UK2Node, public IK2Node_EventNodeInterface
|
class COMBOINPUTNODES_API UK2Node_ComboAction : public UK2Node, public IK2Node_EventNodeInterface
|
||||||
{
|
{
|
||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
Loading…
x
Reference in New Issue
Block a user