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>
38 lines
770 B
C#
38 lines
770 B
C#
// Copyright IHY. Vertical Partition Streaming plugin (editor module).
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using UnrealBuildTool;
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public class VerticalPartitionEditor : ModuleRules
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{
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public VerticalPartitionEditor(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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"VerticalPartition",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"UnrealEd",
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"Slate",
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"SlateCore",
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"InputCore",
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"EditorSubsystem",
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"ToolMenus",
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"Projects",
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"AssetRegistry",
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"AssetTools",
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"MeshMergeUtilities",
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"MeshDescription",
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"StaticMeshDescription",
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"MaterialUtilities",
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"MeshReductionInterface",
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"LevelEditor",
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});
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}
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}
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