Files
vertical-partition-system-p…/Source/VerticalPartition/VerticalPartition.Build.cs
Bonchellon 04ad6d3f25 Initial commit: Vertical Partition Streaming plugin (UE 5.7)
Bounded vertical route partition / streaming for handcrafted spiral climb maps
(Only Up / Only Climb). Not World Partition, not Level Instances as core arch.

- Z-cell segmentation + optional XY subcells, editor builder + commandlet
- NonDestructive visibility backend + streaming-level backend
- Offline HLOD proxies: MergedMesh / SimplifiedProxy (ProxyLOD)
- Universal Level Instance + Packed Level Actor + HISM support (flatten+merge)
- Vertical-aware runtime streamer (full/preload/HLOD/unload, hysteresis,
  velocity prediction, fall-risk), WP-style debug viz + vp.* console
- Safe-by-default: only static decor streams; sky/lights/gameplay stay persistent

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 17:42:41 +03:00

31 lines
714 B
C#

// Copyright IHY. Vertical Partition Streaming plugin.
using UnrealBuildTool;
public class VerticalPartition : ModuleRules
{
public VerticalPartition(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"DeveloperSettings",
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"RenderCore",
});
// Editor-only helpers compiled into the runtime module are guarded by WITH_EDITOR;
// the heavy editor build logic lives in the VerticalPartitionEditor module.
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
}
}