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Merge pull request #346 from Th3Fanbus/patch-4
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Remove outdated .Build.cs template
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budak7273 authored Oct 24, 2024
2 parents 0465dcc + 480ae6a commit 272273e
Showing 1 changed file with 1 addition and 92 deletions.
93 changes: 1 addition & 92 deletions modules/ROOT/pages/Development/Cpp/setup.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -74,101 +74,10 @@ to assist with this.

Within this new file you will need to add the following configuration text.

Make sure to replace all instances of `YourModReference` with your actual mod reference.

The latest version of this template can be found in the
https://github.com/satisfactorymodding/SatisfactoryModLoader/blob/master/Mods/Alpakit/Templates/CPPAndBlueprintBlank/Source/PLUGIN_NAME/PLUGIN_NAME.Build.cs[Starter Project Repository as an Alpakit template].

// cspell:ignore ISPC

[source,cs]
----
using UnrealBuildTool;
using System.IO;
using System;
public class YourModReference : ModuleRules
{
public YourModReference(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// FactoryGame transitive dependencies
// Not all of these are required, but including the extra ones saves you from having to add them later.
// Some entries are commented out to avoid compile-time warnings about depending on a module that you don't explicitly depend on.
// You can uncomment these as necessary when your code actually needs to use them.
PublicDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject",
"Engine",
"DeveloperSettings",
"PhysicsCore",
"InputCore",
//"OnlineSubsystem", "OnlineSubsystemUtils", "OnlineSubsystemNull",
//"SignificanceManager",
"GeometryCollectionEngine",
//"ChaosVehiclesCore", "ChaosVehicles", "ChaosSolverEngine",
"AnimGraphRuntime",
//"AkAudio",
"AssetRegistry",
"NavigationSystem",
//"ReplicationGraph",
"AIModule",
"GameplayTasks",
"SlateCore", "Slate", "UMG",
//"InstancedSplines",
"RenderCore",
"CinematicCamera",
"Foliage",
//"Niagara",
//"EnhancedInput",
//"GameplayCameras",
//"TemplateSequence",
"NetCore",
"GameplayTags",
"Json", "JsonUtilities",
"AssetRegistry"
});
// FactoryGame plugins
PublicDependencyModuleNames.AddRange(new string[] {
//"AbstractInstance",
//"InstancedSplinesComponent",
//"SignificanceISPC"
});
// Header stubs
PublicDependencyModuleNames.AddRange(new string[] {
"DummyHeaders",
});
if (Target.Type == TargetRules.TargetType.Editor) {
PublicDependencyModuleNames.AddRange(new string[] {/*"OnlineBlueprintSupport",*/ "AnimGraph"});
}
PublicDependencyModuleNames.AddRange(new string[] {"FactoryGame", "SML"});
PublicIncludePaths.AddRange(new string[] {
// ... add public include paths required here ...
});
PrivateIncludePaths.AddRange(new string[] {
// ... add private include paths required here ...
});
PublicDependencyModuleNames.AddRange(new string[] {
// ... add public dependencies that you statically link with here ...
});
PrivateDependencyModuleNames.AddRange(new string[] {
// ... add private dependencies that you statically link with here ...
});
DynamicallyLoadedModuleNames.AddRange(new string[] {
// ... add any modules that your module loads dynamically here ...
});
}
}
----
Make sure to replace all instances of `PLUGIN_NAME` with your actual mod reference.

[WARNING]
====
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