Update to 5.4

This commit is contained in:
2024-08-13 20:40:18 +02:00
parent 67aa1bac76
commit fe36c76b14
11 changed files with 28 additions and 53 deletions

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@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Amasson, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
@@ -8,8 +8,8 @@ public class AuraTarget : TargetRules
public AuraTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
ExtraModuleNames.Add("Aura");
}
}

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@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Amasson, Inc. All Rights Reserved.
using UnrealBuildTool;

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@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Amasson, Inc. All Rights Reserved.
#include "Aura.h"
#include "Modules/ModuleManager.h"

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@@ -1,4 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Amasson, Inc. All Rights Reserved.
#pragma once

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@@ -104,7 +104,7 @@ void UAuraAbilitySystemComponent::ForEachAbilityDelegate(const FForEachAbilityDe
}
}
void UAuraAbilitySystemComponent::ForEachAbilityLambda(std::function<void (FGameplayAbilitySpec&)> Func)
void UAuraAbilitySystemComponent::ForEachAbilityLambda(TFunction<void (FGameplayAbilitySpec&)> Func)
{
FScopedAbilityListLock ActiveScopeLock(*this);
for (FGameplayAbilitySpec& AbilitySpec : GetActivatableAbilities())

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@@ -39,7 +39,7 @@ public:
void AbilityInputTagHeld(const FGameplayTag& InputTag);
void AbilityInputTagReleased(const FGameplayTag& InputTag);
void ForEachAbilityDelegate(const FForEachAbilityDelegate& Delegate);
void ForEachAbilityLambda(std::function<void (FGameplayAbilitySpec&)> Func);
void ForEachAbilityLambda(TFunction<void (FGameplayAbilitySpec&)> Func);
/** Receiving Effect Interception */
virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpec& GameplayEffect, FPredictionKey PredictionKey = FPredictionKey()) override;

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@@ -1,15 +1,15 @@
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright Amasson, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class AuraEditorTarget : TargetRules
{
public AuraEditorTarget(TargetInfo Target) : base(Target)
public AuraEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
ExtraModuleNames.Add("Aura");
}
}