LifePlay-Revival/Source/LifePlay/LifePlay.Build.cs
edujiro5972 1122e17fa6 L0 : etat initial du projet 5.5 avant toute correction
Instantane de reference de la reprise de migration (2026-09-29).
Contient GI.uasset tel que trouve (copie UE4 identique a 4.27,
MD5 F4550DA5DC05FC005400CDCA2FC123C9). Ajouts de ce commit :
.gitattributes (aucune conversion de fin de ligne), regles .gitignore
CHG-001, Tools/ (Snapshot, Restore, AssetHeaders), empreintes L0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:56:10 +02:00

37 lines
1.6 KiB
C#

// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class LifePlay : ModuleRules
{
public LifePlay(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Portage 5.5 : le module a une structure plate (pas de sous-dossier Public/).
// BuildSettingsVersion.V5 desactive les chemins d'include legacy, il faut donc
// exposer explicitement le dossier du module aux modules qui en dependent
// (LifePlayEditorTools inclut LPAssetRegistryHelpers.h).
PublicIncludePaths.Add(ModuleDirectory);
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AssetRegistry" });
// Portage 5.5 : necessaires a LPVictoryCompat (remplacement du Victory Plugin)
PrivateDependencyModuleNames.AddRange(new string[] { "ImageWrapper", "ApplicationCore" });
// Portage 5.5 (R-04) : ULPNavigationHelpers re-expose K2_GetRandomLocationInNavigableRadius
// en BlueprintPure. Dependance PUBLIQUE : le .h expose ANavigationData et
// UNavigationQueryFilter dans sa signature, et LifePlayEditorTools l'inclut.
PublicDependencyModuleNames.Add("NavigationSystem");
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}