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