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Remove outdated .Build.cs template
Docs already reference the Alpakit template in the master branch of the SML repo, so there's no need to maintain a copy of the template that is bound to become outdated over time. Also, update the name to replace to `PLUGIN_NAME` as used in the Alpakit template.
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modules/ROOT/pages/Development/Cpp/setup.adoc

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@@ -74,102 +74,11 @@ to assist with this.
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Within this new file you will need to add the following configuration text.
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Make sure to replace all instances of `YourModReference` with your actual mod reference.
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Make sure to replace all instances of `PLUGIN_NAME` with your actual mod reference.
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The latest version of this template can be found in the
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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].
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// cspell:ignore ISPC
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[source,cs]
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----
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using UnrealBuildTool;
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using System.IO;
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using System;
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public class YourModReference : ModuleRules
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{
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public YourModReference(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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// FactoryGame transitive dependencies
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// Not all of these are required, but including the extra ones saves you from having to add them later.
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// Some entries are commented out to avoid compile-time warnings about depending on a module that you don't explicitly depend on.
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// You can uncomment these as necessary when your code actually needs to use them.
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core", "CoreUObject",
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"Engine",
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"DeveloperSettings",
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"PhysicsCore",
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"InputCore",
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//"OnlineSubsystem", "OnlineSubsystemUtils", "OnlineSubsystemNull",
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//"SignificanceManager",
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"GeometryCollectionEngine",
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//"ChaosVehiclesCore", "ChaosVehicles", "ChaosSolverEngine",
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"AnimGraphRuntime",
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//"AkAudio",
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"AssetRegistry",
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"NavigationSystem",
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//"ReplicationGraph",
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"AIModule",
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"GameplayTasks",
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"SlateCore", "Slate", "UMG",
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//"InstancedSplines",
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"RenderCore",
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"CinematicCamera",
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"Foliage",
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//"Niagara",
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//"EnhancedInput",
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//"GameplayCameras",
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//"TemplateSequence",
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"NetCore",
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"GameplayTags",
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"Json", "JsonUtilities",
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"AssetRegistry"
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});
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// FactoryGame plugins
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PublicDependencyModuleNames.AddRange(new string[] {
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//"AbstractInstance",
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//"InstancedSplinesComponent",
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//"SignificanceISPC"
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});
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// Header stubs
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PublicDependencyModuleNames.AddRange(new string[] {
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"DummyHeaders",
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});
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if (Target.Type == TargetRules.TargetType.Editor) {
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PublicDependencyModuleNames.AddRange(new string[] {/*"OnlineBlueprintSupport",*/ "AnimGraph"});
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}
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PublicDependencyModuleNames.AddRange(new string[] {"FactoryGame", "SML"});
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PublicIncludePaths.AddRange(new string[] {
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// ... add public include paths required here ...
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});
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PrivateIncludePaths.AddRange(new string[] {
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// ... add private include paths required here ...
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});
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PublicDependencyModuleNames.AddRange(new string[] {
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// ... add public dependencies that you statically link with here ...
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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// ... add private dependencies that you statically link with here ...
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});
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DynamicallyLoadedModuleNames.AddRange(new string[] {
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// ... add any modules that your module loads dynamically here ...
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});
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}
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}
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----
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[WARNING]
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====
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Note that the file we just created is a C# file (.cs) and not a C++ file (.cpp).

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