Created MaskedRainbow material in unreal

This commit is contained in:
2026-02-20 18:50:13 -05:00
parent 68b88a19f4
commit cf77eb8544
6 changed files with 69 additions and 3 deletions

View File

@@ -8,7 +8,7 @@ public class Integration : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
@@ -18,7 +18,8 @@ public class Integration : ModuleRules
"Networking",
"EnhancedInput",
"UMG",
"CommonUI"
"CommonUI",
"RenderCore"
});
PrivateDependencyModuleNames.AddRange(new string[] {

View File

@@ -3,6 +3,9 @@
#include "Integration.h"
#include "Common.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IPluginManager.h"
#include "Misc/Paths.h"
#include "ShaderCore.h"
#if WITH_EDITOR
#include "Engine/Blueprint.h"
@@ -17,6 +20,9 @@ IMPLEMENT_PRIMARY_GAME_MODULE(FlxIntegrationModuleImpl, Integration, "Integratio
void FlxIntegrationModuleImpl::StartupModule()
{
FString ShaderDir = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders"));
AddShaderSourceDirectoryMapping(TEXT("/Project/Integration"), ShaderDir);
#if WITH_EDITOR
OnAssetSavedHandle = UPackage::PackageSavedWithContextEvent.AddRaw(
this, &FlxIntegrationModuleImpl::OnAssetSaved);