In this video we write a script that conforms asset element (Textures, Meshes, materials....) names to our naming convention...and then moves the assets into subfolders under the appropriate asset.
Keeping our project nice and tidy without any manual work.
In the ...Build.cs file you need to add the last two modules "Blutility" and "EditorScriptingUtilities".
Your final line should look like this...
PublicDependencyModuleNames.AddRange(new string[ ] { "Core", "CoreUObject", "Engine", "InputCore", "Blutility", "EditorScriptingUtilities" });
You also need to add the path to the blutility module, so add this line...
PublicIncludePaths.AddRange(new string[ ] {System.IO.Path.GetFullPath(Target.RelativeEnginePath) + "Source/Editor/Blutility/Private"});
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