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Code/EditorPlugins/Assets/EditorPluginAssets/Assets.ezPluginBundle
42 строки
2 KB
Jan Krassnigg
Fixed #1950: Added AllowEnableReload option to ezPluginBundle (#1951)
01 июн 2026, 08:47
Не верифицирован
01 июн 2026, 08:47
7124806
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PluginInfo { // The name with which the bundle appears in the UI. string %DisplayName{"Assets"} // A description of what functionality this bundle adds. string %Description{"Adds support for the central ez asset types."} // List of plugins (without path or extension) to load into the editor process. string %EditorPlugins{"ezEditorPluginAssets"} // List of plugins (without path or extension) to load into the editor engine process. string %EditorEnginePlugins{"ezEnginePluginAssets"} // List of plugins (without path or extension) to load into the engine process (e.g. also ezPlayer.exe and stand-alone apps). string %RuntimePlugins{} // List of bundles (without path or extension) that are always needed for this bundle to work. string %RequiredPlugins{} // List of additional files that need to be shipped for the plugin to work right (usually other DLLs). string %PackageDependencies{} // List of tags for "features" that this bundle provides. // Only one bundle with each feature may be selected. // Typically used to prevent multiple physics or sound engines to be in use at the same time. string %ExclusiveFeatures{} // List of 'template' names in which this bundle should be selected. // All used template names appear in the UI for the user to choose from. // For a bundle to be active by default in new projects, include the "General3D" template here. string %EnabledInTemplates{} // if true, the plugin is not shown in the UI and always loaded // only used for system functionality bool %Mandatory{true} // if true, the user can enable "hot reload" for this bundle in the editor UI. // This makes the engine load a copy of the runtime DLL, so the original can be replaced and reloaded during development. // Only enable this for plugins that are loaded purely dynamically at runtime and not linked against directly. // bool %AllowEnableReload{false} }