Update to 5.4
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@@ -1,4 +1,4 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright Amasson, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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@@ -8,8 +8,8 @@ public class AuraTarget : TargetRules
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public AuraTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "Aura" } );
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
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ExtraModuleNames.Add("Aura");
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}
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}
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@@ -1,4 +1,4 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright Amasson, Inc. All Rights Reserved.
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using UnrealBuildTool;
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@@ -1,4 +1,4 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright Amasson, Inc. All Rights Reserved.
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#include "Aura.h"
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#include "Modules/ModuleManager.h"
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@@ -1,4 +1,4 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright Amasson, Inc. All Rights Reserved.
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#pragma once
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@@ -104,7 +104,7 @@ void UAuraAbilitySystemComponent::ForEachAbilityDelegate(const FForEachAbilityDe
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}
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}
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void UAuraAbilitySystemComponent::ForEachAbilityLambda(std::function<void (FGameplayAbilitySpec&)> Func)
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void UAuraAbilitySystemComponent::ForEachAbilityLambda(TFunction<void (FGameplayAbilitySpec&)> Func)
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{
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FScopedAbilityListLock ActiveScopeLock(*this);
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for (FGameplayAbilitySpec& AbilitySpec : GetActivatableAbilities())
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@@ -39,7 +39,7 @@ public:
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void AbilityInputTagHeld(const FGameplayTag& InputTag);
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void AbilityInputTagReleased(const FGameplayTag& InputTag);
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void ForEachAbilityDelegate(const FForEachAbilityDelegate& Delegate);
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void ForEachAbilityLambda(std::function<void (FGameplayAbilitySpec&)> Func);
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void ForEachAbilityLambda(TFunction<void (FGameplayAbilitySpec&)> Func);
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/** Receiving Effect Interception */
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virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpec& GameplayEffect, FPredictionKey PredictionKey = FPredictionKey()) override;
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@@ -1,15 +1,15 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright Amasson, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class AuraEditorTarget : TargetRules
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{
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public AuraEditorTarget(TargetInfo Target) : base(Target)
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public AuraEditorTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "Aura" } );
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
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ExtraModuleNames.Add("Aura");
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}
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}
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