Edit code for build

This commit is contained in:
Maxime Maurin 2023-08-06 23:45:26 +02:00
parent b5ae2b567f
commit f89b26f6f1
6 changed files with 27 additions and 23 deletions

View File

@ -9,12 +9,17 @@ public class Pawn : ModuleRules {
"CoreUObject",
"Engine",
"InputCore",
"EditorStyle",
"Slate",
"SlateCore",
"PropertyEditor"
"SlateCore"
});
PrivateDependencyModuleNames.AddRange(new string[] { });
if (Target.bBuildEditor) {
PublicDependencyModuleNames.AddRange(new[] {
"EditorStyle",
"PropertyEditor"
});
}
}
}

View File

@ -1,24 +1,9 @@
#include "PawnModule.h"
#include "PropertyEditorModule.h"
#include "Interaction/PwnInteractableActor.h"
#include "Interaction/PwnInteractableActorCustomization.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FPawnModule, Pawn, "Pawn");
void FPawnModule::StartupModule() {
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomPropertyTypeLayout(FPwnInteractableActor::StaticStruct()->GetFName(),
FOnGetPropertyTypeCustomizationInstance::CreateStatic(
&UPwnInteractableActorCustomization::MakeInstance));
PropertyModule.NotifyCustomizationModuleChanged();
}
void FPawnModule::StartupModule() {}
void FPawnModule::ShutdownModule() {
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor")) {
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomPropertyTypeLayout(FPwnInteractableActor::StaticStruct()->GetFName());
PropertyModule.NotifyCustomizationModuleChanged();
}
}
void FPawnModule::ShutdownModule() {}

View File

@ -1,4 +1,4 @@
#include "Interaction/PwnInteractableActorCustomization.h"
#include "PawnEditor/Customization/PwnInteractableActorCustomization.h"
#include "PropertyCustomizationHelpers.h"
#include "PropertyHandle.h"

View File

@ -2,7 +2,7 @@
#include "IPropertyTypeCustomization.h"
class PAWN_API UPwnInteractableActorCustomization : public IPropertyTypeCustomization {
class UPwnInteractableActorCustomization : public IPropertyTypeCustomization {
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();

View File

@ -35,7 +35,9 @@ public class PawnEditor : ModuleRules {
"MainFrame",
"PropertyEditor",
"ComponentVisualizers",
"Pawn"
"EditorStyle",
"PropertyEditor",
"Pawn",
});
}
}

View File

@ -1,14 +1,26 @@
#include "PawnEditorModule.h"
#include "PwnStyle.h"
#include "Customization/PwnInteractableActorCustomization.h"
#include "Interaction/PwnInteractableActor.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_MODULE(FPawnEditorModule, PawnEditor)
void FPawnEditorModule::StartupModule() {
FPwnStyle::Initialize();
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomPropertyTypeLayout(FPwnInteractableActor::StaticStruct()->GetFName(),
FOnGetPropertyTypeCustomizationInstance::CreateStatic(
&UPwnInteractableActorCustomization::MakeInstance));
PropertyModule.NotifyCustomizationModuleChanged();
}
void FPawnEditorModule::ShutdownModule() {
FPwnStyle::Shutdown();
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor")) {
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomPropertyTypeLayout(FPwnInteractableActor::StaticStruct()->GetFName());
PropertyModule.NotifyCustomizationModuleChanged();
}
}