Upgraded to Unreal 4.20.2
This commit is contained in:
parent
25e4e6739b
commit
dd91765df6
27 changed files with 195 additions and 371 deletions
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Before Width: | Height: | Size: 140 KiB |
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@ -16,6 +16,7 @@ EditorStartupMap=/Game/Scenes/CentralLondon.CentralLondon
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r.DefaultFeature.AntiAliasing=2
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r.DefaultFeature.AutoExposure=False
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r.TextureStreaming=True
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r.DefaultFeature.AmbientOcclusionStaticFraction=False
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[/Script/Engine.UserInterfaceSettings]
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RenderFocusRule=NavigationOnly
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@ -36,11 +37,17 @@ bLoadWidgetsOnDedicatedServer=True
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[/Script/Engine.Engine]
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NearClipPlane=1.000000
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MaximumLoopIterationCount=10000000
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MaximumLoopIterationCount=1000000
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MinDesiredFrameRate=30.000000
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SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=22.000000),UpperBound=(Type=Exclusive,Value=60.000000))
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bSmoothFrameRate=True
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[/Script/Engine.RecastNavMesh]
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[/Script/NavigationSystem.RecastNavMesh]
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bFixedTilePoolSize=False
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[/Script/Engine.EndUserSettings]
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bSendAnonymousUsageDataToEpic=False
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[/Script/Engine.PhysicsSettings]
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DefaultGravityZ=-980.000000
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DefaultTerminalVelocity=4000.000000
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@ -54,6 +61,7 @@ bEnablePCM=True
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bEnableStabilization=False
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bWarnMissingLocks=True
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bEnable2DPhysics=False
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PhysicErrorCorrection=(PingExtrapolation=0.100000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
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LockedAxis=Invalid
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DefaultDegreesOfFreedom=Full3D
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BounceThresholdVelocity=200.000000
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@ -70,6 +78,8 @@ bDefaultHasComplexCollision=True
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bSuppressFaceRemapTable=False
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bSupportUVFromHitResults=False
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bDisableActiveActors=False
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bDisableKinematicStaticPairs=False
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bDisableKinematicKinematicPairs=False
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bDisableCCD=False
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bEnableEnhancedDeterminism=False
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MaxPhysicsDeltaTime=0.033333
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@ -81,5 +91,6 @@ SyncSceneSmoothingFactor=0.000000
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AsyncSceneSmoothingFactor=0.990000
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InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=10
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DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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@ -11,10 +11,11 @@ Build=IfProjectHasCode
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BuildConfiguration=PPBC_Shipping
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StagingDirectory=(Path="D:/LifePlay_Build")
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FullRebuild=False
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ForDistribution=True
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ForDistribution=False
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IncludeDebugFiles=False
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BlueprintNativizationMethod=Disabled
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bIncludeNativizedAssetsInProjectGeneration=False
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bExcludeMonolithicEngineHeadersInNativizedCode=False
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UsePakFile=False
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bGenerateChunks=False
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bGenerateNoChunks=False
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@ -37,6 +38,7 @@ bCompressed=False
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bEncryptIniFiles=False
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bEncryptPakIndex=False
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bSkipEditorContent=False
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bSkipMovies=False
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+DirectoriesToAlwaysStageAsNonUFS=(Path="Modules")
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bNativizeBlueprintAssets=False
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bNativizeOnlySelectedBlueprints=False
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153
LifePlay.sln
153
LifePlay.sln
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@ -1,100 +1,125 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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VisualStudioVersion = 15.0.26730.16
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VisualStudioVersion = 15.0.25807.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{B5CC4ECB-290E-4069-866D-0A91649F562B}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{3B9A8162-6232-4AE8-936D-3D30E00B53CD}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{A18D553A-642C-46D7-83C4-50948FA12BB5}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{3CC488BF-FFC0-4BEB-B580-18BEAFF21A36}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{9F3944BA-2428-4050-9FE9-59F6C136A3C4}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{8962C52B-11DB-42F4-9630-175AAC44A4E5}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LifePlay", "Intermediate\ProjectFiles\LifePlay.vcxproj", "{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LifePlay", "Intermediate\ProjectFiles\LifePlay.vcxproj", "{CDB20097-5BE4-4AE0-9917-9E106866611A}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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DebugGame Editor|HTML5 = DebugGame Editor|HTML5
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DebugGame Editor|Linux = DebugGame Editor|Linux
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DebugGame Editor|Win32 = DebugGame Editor|Win32
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DebugGame Editor|Win64 = DebugGame Editor|Win64
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DebugGame|HTML5 = DebugGame|HTML5
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DebugGame|Linux = DebugGame|Linux
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DebugGame|Win32 = DebugGame|Win32
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DebugGame|Win64 = DebugGame|Win64
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Development Editor|HTML5 = Development Editor|HTML5
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Development Editor|Linux = Development Editor|Linux
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Development Editor|Win32 = Development Editor|Win32
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Development Editor|Win64 = Development Editor|Win64
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Development|HTML5 = Development|HTML5
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Development|Linux = Development|Linux
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Development|Win32 = Development|Win32
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Development|Win64 = Development|Win64
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Shipping|HTML5 = Shipping|HTML5
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Shipping|Linux = Shipping|Linux
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Shipping|Win32 = Shipping|Win32
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Shipping|Win64 = Shipping|Win64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame Editor|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.DebugGame|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development Editor|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Development|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
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{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
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||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4}.Shipping|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
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{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame Editor|HTML5.ActiveCfg = HTML5_DebugGame_Editor|Win32
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{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame Editor|Win32.ActiveCfg = DebugGame_Editor|Win32
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{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
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{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|HTML5.ActiveCfg = HTML5_DebugGame_Game|Win32
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|HTML5.Build.0 = HTML5_DebugGame_Game|Win32
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|Win32.ActiveCfg = DebugGame_Game|Win32
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|Win32.Build.0 = DebugGame_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|Win64.ActiveCfg = DebugGame_Game|x64
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.DebugGame|Win64.Build.0 = DebugGame_Game|x64
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development Editor|HTML5.ActiveCfg = HTML5_Development_Editor|Win32
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||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development Editor|Win32.ActiveCfg = Development_Editor|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development Editor|Win64.Build.0 = Development_Editor|x64
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|HTML5.ActiveCfg = HTML5_Development_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|HTML5.Build.0 = HTML5_Development_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|Win32.ActiveCfg = Development_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|Win32.Build.0 = Development_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|Win64.ActiveCfg = Development_Game|x64
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Development|Win64.Build.0 = Development_Game|x64
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|HTML5.ActiveCfg = HTML5_Shipping_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|HTML5.Build.0 = HTML5_Shipping_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|Win32.ActiveCfg = Shipping_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|Win32.Build.0 = Shipping_Game|Win32
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|Win64.ActiveCfg = Shipping_Game|x64
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E}.Shipping|Win64.Build.0 = Shipping_Game|x64
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Linux.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Linux.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame Editor|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Linux.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Linux.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.DebugGame|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Linux.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Linux.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development Editor|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Linux.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Linux.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Development|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|HTML5.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|HTML5.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Linux.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Linux.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Win32.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5}.Shipping|Win64.Build.0 = BuiltWithUnrealBuildTool|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|HTML5.ActiveCfg = HTML5_DebugGame_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|Linux.ActiveCfg = Linux_DebugGame_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|Linux.Build.0 = Linux_DebugGame_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|Win32.ActiveCfg = DebugGame_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|HTML5.ActiveCfg = HTML5_DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|HTML5.Build.0 = HTML5_DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Linux.ActiveCfg = Linux_DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Linux.Build.0 = Linux_DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Win32.ActiveCfg = DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Win32.Build.0 = DebugGame_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Win64.ActiveCfg = DebugGame_Game|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.DebugGame|Win64.Build.0 = DebugGame_Game|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|HTML5.ActiveCfg = HTML5_Development_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|Linux.ActiveCfg = Linux_Development_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|Linux.Build.0 = Linux_Development_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|Win32.ActiveCfg = Development_Editor|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development Editor|Win64.Build.0 = Development_Editor|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|HTML5.ActiveCfg = HTML5_Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|HTML5.Build.0 = HTML5_Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Linux.ActiveCfg = Linux_Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Linux.Build.0 = Linux_Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Win32.ActiveCfg = Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Win32.Build.0 = Development_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Win64.ActiveCfg = Development_Game|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Development|Win64.Build.0 = Development_Game|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|HTML5.ActiveCfg = HTML5_Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|HTML5.Build.0 = HTML5_Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Linux.ActiveCfg = Linux_Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Linux.Build.0 = Linux_Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win32.ActiveCfg = Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win32.Build.0 = Shipping_Game|Win32
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win64.ActiveCfg = Shipping_Game|x64
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A}.Shipping|Win64.Build.0 = Shipping_Game|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{9F3944BA-2428-4050-9FE9-59F6C136A3C4} = {B5CC4ECB-290E-4069-866D-0A91649F562B}
|
||||
{0E67EEC4-D927-4AF3-AB4E-12742B770C2E} = {A18D553A-642C-46D7-83C4-50948FA12BB5}
|
||||
{8962C52B-11DB-42F4-9630-175AAC44A4E5} = {3B9A8162-6232-4AE8-936D-3D30E00B53CD}
|
||||
{CDB20097-5BE4-4AE0-9917-9E106866611A} = {3CC488BF-FFC0-4BEB-B580-18BEAFF21A36}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {29782850-2049-40D2-A595-0297FDE95DE3}
|
||||
SolutionGuid = {CF176613-D418-4296-84FA-7A73B43DC6C9}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "4.18",
|
||||
"EngineAssociation": "4.20",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
|
@ -18,89 +18,6 @@
|
|||
{
|
||||
"Name": "SteamVR",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "OculusVR",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemIOS",
|
||||
"Enabled": false,
|
||||
"SupportedTargetPlatforms": [
|
||||
"IOS",
|
||||
"TVOS"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemNull",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemGooglePlay",
|
||||
"Enabled": false,
|
||||
"SupportedTargetPlatforms": [
|
||||
"Android"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemUtils",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystem",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "MobilePatchingUtils",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "HTML5Networking",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "MobileLauncherProfileWizard",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "TcpMessaging",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "UdpMessaging",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "AlembicImporter",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "SpeedTreeImporter",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "AndroidDeviceProfileSelector",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "IOSDeviceProfileSelector",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "LinuxDeviceProfileSelector",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "ExampleDeviceProfileSelector",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "AppleARKit",
|
||||
"Enabled": false
|
||||
},
|
||||
{
|
||||
"Name": "AndroidPermission",
|
||||
"Enabled": false
|
||||
}
|
||||
],
|
||||
"TargetPlatforms": [
|
||||
|
|
|
|||
|
|
@ -7,14 +7,6 @@ public class ModdingExtra : ModuleRules
|
|||
public ModdingExtra(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
"ModdingExtra/Public"
|
||||
|
||||
// ... add public include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
|
|
|
|||
|
|
@ -170,11 +170,8 @@ void UStreetMapComponent::GenerateCollision()
|
|||
}
|
||||
|
||||
// Rebuild the body setup
|
||||
#if WITH_EDITOR || WITH_RUNTIME_PHYSICS_COOKING
|
||||
StreetMapBodySetup->InvalidatePhysicsData();
|
||||
#endif
|
||||
StreetMapBodySetup->CreatePhysicsMeshes();
|
||||
|
||||
UpdateNavigationIfNeeded();
|
||||
}
|
||||
|
||||
|
|
@ -618,7 +615,7 @@ void UStreetMapComponent::UpdateNavigationIfNeeded()
|
|||
{
|
||||
if (bCanEverAffectNavigation || bNavigationRelevant)
|
||||
{
|
||||
UNavigationSystem::UpdateComponentInNavOctree(*this);
|
||||
FNavigationSystem::UpdateComponentData(*this);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -15,9 +15,15 @@ namespace UnrealBuildTool.Rules
|
|||
"RHI",
|
||||
"RenderCore",
|
||||
"ShaderCore",
|
||||
//"PropertyEditor"
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
if (Target.bBuildEditor == true)
|
||||
{
|
||||
//@TODO: Needed for FPropertyEditorModule::NotifyCustomizationModuleChanged()
|
||||
//@TOOD: To move/implement in FStreetMapComponentDetails
|
||||
PrivateDependencyModuleNames.Add("PropertyEditor");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -6,158 +6,90 @@
|
|||
#include "Runtime/Engine/Public/SceneManagement.h"
|
||||
|
||||
|
||||
void FStreetMapVertexBuffer::InitRHI()
|
||||
{
|
||||
if( Vertices.Num() > 0 )
|
||||
{
|
||||
// Allocate our vertex buffer
|
||||
FRHIResourceCreateInfo CreateInfo;
|
||||
VertexBufferRHI = RHICreateVertexBuffer( Vertices.Num() * sizeof( Vertices[0] ), BUF_Static, CreateInfo );
|
||||
|
||||
// Load the vertex buffer with data
|
||||
void* VertexBufferData = RHILockVertexBuffer( VertexBufferRHI, 0, Vertices.Num() * sizeof( Vertices[0] ), RLM_WriteOnly );
|
||||
FMemory::Memcpy( VertexBufferData, Vertices.GetData(), Vertices.Num() * sizeof( FStreetMapVertex ) );
|
||||
RHIUnlockVertexBuffer( VertexBufferRHI );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FStreetMapIndexBuffer::InitRHI()
|
||||
{
|
||||
const int IndexCount = FMath::Max( Indices16.Num(), Indices32.Num() );
|
||||
if( IndexCount > 0 )
|
||||
{
|
||||
const bool b32BitIndices = Indices32.Num() > Indices16.Num();
|
||||
const uint8 IndexSize = b32BitIndices ? sizeof( Indices32[ 0 ] ) : sizeof( Indices16[ 0 ] );
|
||||
const void* IndexSourceData;
|
||||
if( b32BitIndices )
|
||||
{
|
||||
IndexSourceData = Indices32.GetData();
|
||||
}
|
||||
else
|
||||
{
|
||||
IndexSourceData = Indices16.GetData();
|
||||
}
|
||||
|
||||
// Allocate our index buffer and load it with data
|
||||
FRHIResourceCreateInfo CreateInfo;
|
||||
IndexBufferRHI = RHICreateIndexBuffer( IndexSize, IndexCount * IndexSize, BUF_Static, CreateInfo );
|
||||
void* IndexBufferData = RHILockIndexBuffer( IndexBufferRHI, 0, IndexCount * IndexSize, RLM_WriteOnly );
|
||||
FMemory::Memcpy( IndexBufferData, IndexSourceData, IndexCount * IndexSize );
|
||||
RHIUnlockIndexBuffer( IndexBufferRHI );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FStreetMapVertexFactory::InitVertexFactory( const FStreetMapVertexBuffer& VertexBuffer )
|
||||
{
|
||||
// Setup the vertex factory streams
|
||||
FDataType DataType;
|
||||
DataType.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, Position, VET_Float3 );
|
||||
DataType.TextureCoordinates.Add( STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TextureCoordinate, VET_Float2 ) );
|
||||
DataType.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TangentX, VET_PackedNormal);
|
||||
DataType.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, TangentZ, VET_PackedNormal);
|
||||
DataType.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT( &VertexBuffer, FStreetMapVertex, Color, VET_Color );
|
||||
|
||||
// Send it off to the rendering thread
|
||||
check( !IsInActualRenderingThread() );
|
||||
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
|
||||
InitStreetMapVertexFactory,
|
||||
FStreetMapVertexFactory*, VertexFactory, this,
|
||||
FDataType, DataType, DataType,
|
||||
{
|
||||
VertexFactory->SetData( DataType );
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
FStreetMapSceneProxy::FStreetMapSceneProxy(const UStreetMapComponent* InComponent)
|
||||
: FPrimitiveSceneProxy(InComponent),
|
||||
StreetMapComp(InComponent),
|
||||
CollisionResponse(InComponent->GetCollisionResponseToChannels())
|
||||
CollisionResponse(InComponent->GetCollisionResponseToChannels()),
|
||||
VertexFactory(GetScene().GetFeatureLevel(), "FStreetMapSceneProxy")
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void FStreetMapSceneProxy::Init( const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint16 >& Indices )
|
||||
void FStreetMapSceneProxy::Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices)
|
||||
{
|
||||
// Copy 16-bit index data
|
||||
IndexBuffer.Indices16 = Indices;
|
||||
|
||||
InitAfterIndexBuffer( InComponent, Vertices );
|
||||
}
|
||||
// Copy index buffer
|
||||
IndexBuffer32.Indices = Indices;
|
||||
|
||||
|
||||
void FStreetMapSceneProxy::Init( const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices )
|
||||
{
|
||||
// If we fit into a 16-bit index buffer, just use that
|
||||
if( Vertices.Num() < 0xffff )
|
||||
{
|
||||
const int32 IndexCount = Indices.Num();
|
||||
IndexBuffer.Indices16.AddUninitialized( IndexCount );
|
||||
for( int32 Index = 0; Index < IndexCount; ++Index )
|
||||
{
|
||||
IndexBuffer.Indices16[ Index ] = Indices[ Index ];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Copy 32-bit index data
|
||||
IndexBuffer.Indices32 = Indices;
|
||||
}
|
||||
|
||||
InitAfterIndexBuffer( InComponent, Vertices );
|
||||
}
|
||||
|
||||
void FStreetMapSceneProxy::InitAfterIndexBuffer( const UStreetMapComponent* StreetMapComponent, const TArray< FStreetMapVertex >& Vertices )
|
||||
{
|
||||
MaterialInterface = nullptr;
|
||||
this->MaterialRelevance = StreetMapComponent->GetMaterialRelevance( GetScene().GetFeatureLevel() );
|
||||
|
||||
this->MaterialRelevance = InComponent->GetMaterialRelevance(GetScene().GetFeatureLevel());
|
||||
|
||||
|
||||
// Copy vertex data
|
||||
VertexBuffer.Vertices = Vertices;
|
||||
const int32 NumVerts = Vertices.Num();
|
||||
TArray<FDynamicMeshVertex> DynamicVertices;
|
||||
DynamicVertices.SetNumUninitialized(NumVerts);
|
||||
|
||||
for (int VertIdx = 0; VertIdx < NumVerts; VertIdx++)
|
||||
{
|
||||
const FStreetMapVertex& StreetMapVert = Vertices[VertIdx];
|
||||
FDynamicMeshVertex& Vert = DynamicVertices[VertIdx];
|
||||
Vert.Position = StreetMapVert.Position;
|
||||
Vert.Color = StreetMapVert.Color;
|
||||
Vert.TextureCoordinate[0] = StreetMapVert.TextureCoordinate;
|
||||
Vert.TangentX = StreetMapVert.TangentX;
|
||||
Vert.TangentZ = StreetMapVert.TangentZ;
|
||||
}
|
||||
|
||||
VertexBuffer.InitFromDynamicVertex(&VertexFactory, DynamicVertices);
|
||||
|
||||
// Enqueue initialization of render resource
|
||||
InitResources();
|
||||
|
||||
|
||||
// Set a material
|
||||
{
|
||||
if( StreetMapComponent->GetNumMaterials() > 0 )
|
||||
if (InComponent->GetNumMaterials() > 0)
|
||||
{
|
||||
MaterialInterface = StreetMapComponent->GetMaterial( 0 );
|
||||
MaterialInterface = InComponent->GetMaterial(0);
|
||||
}
|
||||
|
||||
|
||||
// Use the default material if we don't have one set
|
||||
if( MaterialInterface == nullptr )
|
||||
if (MaterialInterface == nullptr)
|
||||
{
|
||||
MaterialInterface = UMaterial::GetDefaultMaterial( MD_Surface );
|
||||
MaterialInterface = UMaterial::GetDefaultMaterial(MD_Surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
FStreetMapSceneProxy::~FStreetMapSceneProxy()
|
||||
{
|
||||
VertexBuffer.ReleaseResource();
|
||||
IndexBuffer.ReleaseResource();
|
||||
VertexBuffer.PositionVertexBuffer.ReleaseResource();
|
||||
VertexBuffer.StaticMeshVertexBuffer.ReleaseResource();
|
||||
VertexBuffer.ColorVertexBuffer.ReleaseResource();
|
||||
IndexBuffer32.ReleaseResource();
|
||||
VertexFactory.ReleaseResource();
|
||||
}
|
||||
|
||||
|
||||
SIZE_T FStreetMapSceneProxy::GetTypeHash() const
|
||||
{
|
||||
static size_t UniquePointer;
|
||||
return reinterpret_cast<size_t>(&UniquePointer);
|
||||
}
|
||||
|
||||
void FStreetMapSceneProxy::InitResources()
|
||||
{
|
||||
// Start initializing our vertex buffer, index buffer, and vertex factory. This will be kicked off on the render thread.
|
||||
BeginInitResource( &VertexBuffer );
|
||||
BeginInitResource( &IndexBuffer );
|
||||
|
||||
VertexFactory.InitVertexFactory( VertexBuffer );
|
||||
BeginInitResource( &VertexFactory );
|
||||
BeginInitResource(&VertexBuffer.PositionVertexBuffer);
|
||||
BeginInitResource(&VertexBuffer.StaticMeshVertexBuffer);
|
||||
BeginInitResource(&VertexBuffer.ColorVertexBuffer);
|
||||
BeginInitResource(&IndexBuffer32);
|
||||
BeginInitResource(&VertexFactory);
|
||||
}
|
||||
|
||||
|
||||
bool FStreetMapSceneProxy::MustDrawMeshDynamically( const FSceneView& View ) const
|
||||
bool FStreetMapSceneProxy::MustDrawMeshDynamically(const FSceneView& View) const
|
||||
{
|
||||
return ( AllowDebugViewmodes() && View.Family->EngineShowFlags.Wireframe ) || IsSelected();
|
||||
return (AllowDebugViewmodes() && View.Family->EngineShowFlags.Wireframe) || IsSelected();
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -166,18 +98,18 @@ bool FStreetMapSceneProxy::IsInCollisionView(const FEngineShowFlags& EngineShowF
|
|||
return EngineShowFlags.CollisionVisibility || EngineShowFlags.CollisionPawn;
|
||||
}
|
||||
|
||||
FPrimitiveViewRelevance FStreetMapSceneProxy::GetViewRelevance( const FSceneView* View ) const
|
||||
FPrimitiveViewRelevance FStreetMapSceneProxy::GetViewRelevance(const FSceneView* View) const
|
||||
{
|
||||
FPrimitiveViewRelevance Result;
|
||||
Result.bDrawRelevance = IsShown(View);
|
||||
Result.bShadowRelevance = IsShadowCast(View);
|
||||
|
||||
|
||||
const bool bAlwaysHasDynamicData = false;
|
||||
|
||||
// Only draw dynamically if we're drawing in wireframe or we're selected in the editor
|
||||
Result.bDynamicRelevance = MustDrawMeshDynamically( *View ) || bAlwaysHasDynamicData;
|
||||
Result.bStaticRelevance = !MustDrawMeshDynamically( *View );
|
||||
|
||||
Result.bDynamicRelevance = MustDrawMeshDynamically(*View) || bAlwaysHasDynamicData;
|
||||
Result.bStaticRelevance = !MustDrawMeshDynamically(*View);
|
||||
|
||||
MaterialRelevance.SetPrimitiveViewRelevance(Result);
|
||||
return Result;
|
||||
}
|
||||
|
|
@ -189,10 +121,10 @@ bool FStreetMapSceneProxy::CanBeOccluded() const
|
|||
}
|
||||
|
||||
|
||||
void FStreetMapSceneProxy::MakeMeshBatch( FMeshBatch& Mesh, FMaterialRenderProxy* WireframeMaterialRenderProxyOrNull, bool bDrawCollision) const
|
||||
void FStreetMapSceneProxy::MakeMeshBatch(FMeshBatch& Mesh, FMaterialRenderProxy* WireframeMaterialRenderProxyOrNull, bool bDrawCollision) const
|
||||
{
|
||||
FMaterialRenderProxy* MaterialProxy = NULL;
|
||||
if( WireframeMaterialRenderProxyOrNull != nullptr )
|
||||
if (WireframeMaterialRenderProxyOrNull != nullptr)
|
||||
{
|
||||
MaterialProxy = WireframeMaterialRenderProxyOrNull;
|
||||
}
|
||||
|
|
@ -207,43 +139,43 @@ void FStreetMapSceneProxy::MakeMeshBatch( FMeshBatch& Mesh, FMaterialRenderProxy
|
|||
MaterialProxy = StreetMapComp->GetDefaultMaterial()->GetRenderProxy(IsSelected());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FMeshBatchElement& BatchElement = Mesh.Elements[0];
|
||||
BatchElement.IndexBuffer = &IndexBuffer;
|
||||
BatchElement.IndexBuffer = &IndexBuffer32;
|
||||
Mesh.bWireframe = WireframeMaterialRenderProxyOrNull != nullptr;
|
||||
Mesh.VertexFactory = &VertexFactory;
|
||||
Mesh.MaterialRenderProxy = MaterialProxy;
|
||||
Mesh.CastShadow = true;
|
||||
BatchElement.PrimitiveUniformBuffer = CreatePrimitiveUniformBufferImmediate(GetLocalToWorld(), GetBounds(), GetLocalBounds(), true, UseEditorDepthTest());
|
||||
BatchElement.FirstIndex = 0;
|
||||
const int IndexCount = FMath::Max( IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num() );
|
||||
const int IndexCount = IndexBuffer32.Indices.Num();
|
||||
BatchElement.NumPrimitives = IndexCount / 3;
|
||||
BatchElement.MinVertexIndex = 0;
|
||||
BatchElement.MaxVertexIndex = VertexBuffer.Vertices.Num() - 1;
|
||||
BatchElement.MaxVertexIndex = VertexBuffer.PositionVertexBuffer.GetNumVertices() - 1;
|
||||
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
|
||||
Mesh.Type = PT_TriangleList;
|
||||
Mesh.DepthPriorityGroup = SDPG_World;
|
||||
}
|
||||
|
||||
|
||||
void FStreetMapSceneProxy::DrawStaticElements( FStaticPrimitiveDrawInterface* PDI )
|
||||
void FStreetMapSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface* PDI)
|
||||
{
|
||||
const int IndexCount = FMath::Max( IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num() );
|
||||
if( VertexBuffer.Vertices.Num() > 0 && IndexCount > 0 )
|
||||
const int IndexCount = IndexBuffer32.Indices.Num();
|
||||
if (VertexBuffer.PositionVertexBuffer.GetNumVertices() > 0 && IndexCount > 0)
|
||||
{
|
||||
const float ScreenSize = 1.0f;
|
||||
|
||||
FMeshBatch MeshBatch;
|
||||
MakeMeshBatch( MeshBatch, nullptr);
|
||||
PDI->DrawMesh( MeshBatch, ScreenSize );
|
||||
MakeMeshBatch(MeshBatch, nullptr);
|
||||
PDI->DrawMesh(MeshBatch, ScreenSize);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FStreetMapSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, class FMeshElementCollector& Collector) const
|
||||
{
|
||||
const int IndexCount = FMath::Max(IndexBuffer.Indices16.Num(), IndexBuffer.Indices32.Num());
|
||||
if (VertexBuffer.Vertices.Num() > 0 && IndexCount > 0)
|
||||
const int IndexCount = IndexBuffer32.Indices.Num();
|
||||
if (VertexBuffer.PositionVertexBuffer.GetNumVertices() > 0 && IndexCount > 0)
|
||||
{
|
||||
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
|
||||
{
|
||||
|
|
@ -274,7 +206,7 @@ void FStreetMapSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*
|
|||
}
|
||||
|
||||
|
||||
uint32 FStreetMapSceneProxy::GetMemoryFootprint( void ) const
|
||||
{
|
||||
return sizeof( *this ) + GetAllocatedSize();
|
||||
}
|
||||
uint32 FStreetMapSceneProxy::GetMemoryFootprint(void) const
|
||||
{
|
||||
return sizeof(*this) + GetAllocatedSize();
|
||||
}
|
||||
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "Runtime/Engine/Public/PrimitiveSceneProxy.h"
|
||||
#include "Runtime/Engine/Public/LocalVertexFactory.h"
|
||||
#include "Runtime/Engine/Public/DynamicMeshBuilder.h"
|
||||
#include "StreetMapSceneProxy.generated.h"
|
||||
|
||||
/** A single vertex on a street map mesh */
|
||||
|
|
@ -50,50 +51,6 @@ struct FStreetMapVertex
|
|||
};
|
||||
|
||||
|
||||
/** Street map mesh vertex buffer */
|
||||
class FStreetMapVertexBuffer : public FVertexBuffer
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
/** All of the vertices in this mesh */
|
||||
TArray< FStreetMapVertex > Vertices;
|
||||
|
||||
|
||||
// FRenderResource interface
|
||||
virtual void InitRHI() override;
|
||||
};
|
||||
|
||||
|
||||
/** Street map mesh index buffer */
|
||||
class FStreetMapIndexBuffer : public FIndexBuffer
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
/** 16-bit indices */
|
||||
TArray< uint16 > Indices16;
|
||||
|
||||
/** 32-bit indices */
|
||||
TArray< uint32 > Indices32;
|
||||
|
||||
|
||||
// FRenderResource interface
|
||||
virtual void InitRHI() override;
|
||||
};
|
||||
|
||||
|
||||
/** Street map mesh vertex factory */
|
||||
class FStreetMapVertexFactory : public FLocalVertexFactory
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
/** Initialize this vertex factory */
|
||||
void InitVertexFactory( const FStreetMapVertexBuffer& VertexBuffer );
|
||||
};
|
||||
|
||||
|
||||
/** Scene proxy for rendering a section of a street map mesh on the rendering thread */
|
||||
class FStreetMapSceneProxy : public FPrimitiveSceneProxy
|
||||
{
|
||||
|
|
@ -112,23 +69,14 @@ public:
|
|||
*/
|
||||
void Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint32 >& Indices);
|
||||
|
||||
/**
|
||||
* Init this street map mesh scene proxy for the specified component (16-bit indices)
|
||||
*
|
||||
* @param InComponent The street map mesh component to initialize this with
|
||||
* @param Vertices The vertices for this street map mesh
|
||||
* @param Indices The vertex indices for this street map mesh
|
||||
*/
|
||||
void Init(const UStreetMapComponent* InComponent, const TArray< FStreetMapVertex >& Vertices, const TArray< uint16 >& Indices);
|
||||
|
||||
/** Destructor that cleans up our rendering data */
|
||||
virtual ~FStreetMapSceneProxy();
|
||||
|
||||
|
||||
protected:
|
||||
/** Return a type (or subtype) specific hash for sorting purposes */
|
||||
SIZE_T GetTypeHash() const override;
|
||||
|
||||
/** Called from the constructor to finish construction after the index buffer is setup */
|
||||
void InitAfterIndexBuffer(const class UStreetMapComponent* StreetMapComponent, const TArray< FStreetMapVertex >& Vertices);
|
||||
protected:
|
||||
|
||||
/** Initializes this scene proxy's vertex buffer, index buffer and vertex factory (on the render thread.) */
|
||||
void InitResources();
|
||||
|
|
@ -150,20 +98,16 @@ protected:
|
|||
virtual FPrimitiveViewRelevance GetViewRelevance(const class FSceneView* View) const override;
|
||||
virtual bool CanBeOccluded() const override;
|
||||
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
|
||||
/** Contains all of the vertices in our street map mesh */
|
||||
FStreetMapVertexBuffer VertexBuffer;
|
||||
FStaticMeshVertexBuffers VertexBuffer;
|
||||
|
||||
/** All of the vertex indices in our street map mesh */
|
||||
FStreetMapIndexBuffer IndexBuffer;
|
||||
/** All of the vertex indices32 in our street map mesh */
|
||||
FDynamicMeshIndexBuffer32 IndexBuffer32;
|
||||
|
||||
/** Our vertex factory specific to street map meshes */
|
||||
FStreetMapVertexFactory VertexFactory;
|
||||
FLocalVertexFactory VertexFactory;
|
||||
|
||||
/** Cached material relevance */
|
||||
FMaterialRelevance MaterialRelevance;
|
||||
|
|
@ -175,6 +119,4 @@ protected:
|
|||
|
||||
// The Collision Response of the component being proxied
|
||||
FCollisionResponseContainer CollisionResponse;
|
||||
|
||||
|
||||
};
|
||||
};
|
||||
Loading…
Reference in a new issue