fix build issues with run uat in order to adhere to the unreal engine market place guidelines

This commit is contained in:
Mamadou Babaei
2022-11-04 17:14:53 +01:00
parent 8a42917f31
commit 711f518df1
6 changed files with 6 additions and 6 deletions
@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGFloatArray
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
TArray<float> FloatArray;
};
@@ -47,6 +47,6 @@ struct SENSEGLOVECORE_API FSGInterpolationSetArray
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
TArray<USGInterpolationSet*> InterpolationSetArray;
};
@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGQuatArray
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
TArray<FQuat> QuatArray;
};
@@ -45,6 +45,6 @@ struct SENSEGLOVECORE_API FSGVectorArray
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Nested Arrays", BlueprintReadWrite)
TArray<FVector> VectorArray;
};
@@ -37,6 +37,7 @@
#include "Containers/Array.h"
#include "HAL/Platform.h"
#include "Templates/SubclassOf.h"
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGCoreTypes.h"
@@ -45,11 +45,9 @@ public class SenseGloveEditor : ModuleRules
PublicDependencyModuleNames.AddRange(
new string[]
{
"AssetTools",
"Core",
"CoreUObject",
"Engine",
"UnrealEd",
}
);
@@ -57,6 +55,7 @@ public class SenseGloveEditor : ModuleRules
PublicDependencyModuleNames.AddRange(
new string[]
{
"AssetTools",
"UnrealEd",
}
);