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AIToolKit Class Reference
Inheritance diagram for AIToolKit:

Public Member Functions

 AIToolKit (ReadOnlyTargetRules Target)
 

Constructor & Destructor Documentation

◆ AIToolKit()

AIToolKit.AIToolKit ( ReadOnlyTargetRules Target)
inline
7 : base(Target)
8 {
9 PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
10
11 PublicIncludePaths.AddRange(
12 new string[] {
13 // ... add public include paths required here ...
14 }
15 );
16
17
18 PrivateIncludePaths.AddRange(
19 new string[] {
20 // ... add other private include paths required here ...
21 }
22 );
23
24
25 PublicDependencyModuleNames.AddRange(
26 new string[]
27 {
28 "Core",
29 "BaseHelpers",
30 "Interaction",
31 "AIModule",
32 "NavigationSystem",
33 "UMG",
34 "GameplayTasks",
35 "CommonUIStyle",
36 "CommonUI",
37 "Health",
38 "GameplayTags"
39 // ... add other public dependencies that you statically link with here ...
40 }
41 );
42
43
44 PrivateDependencyModuleNames.AddRange(
45 new string[]
46 {
47 "CoreUObject",
48 "Engine",
49 "Slate",
50 "SlateCore",
51 "CableComponent",
52 "StateTreeModule",
53
54 // ... add private dependencies that you statically link with here ...
55 }
56 );
57 // Add GameplayDebugger functionality if not 'Shipping' or 'Test' Target.
58 if (Target.bBuildDeveloperTools ||
59 (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
60 {
61 PrivateDependencyModuleNames.Add("GameplayDebugger");
62 // PrivateDependencyModuleNames.Add("AIToolKitEditor");
63 PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
64 }
65 else
66 {
67 PublicDefinitions.Add("WITH_GAMEPLAY_DEBUGGER=0");
68 }
69
70
71 DynamicallyLoadedModuleNames.AddRange(
72 new string[]
73 {
74 // ... add any modules that your module loads dynamically here ...
75 }
76 );
77 }

The documentation for this class was generated from the following file: