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https://github.com/Ed94/Cog.git
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Add a CogAll module to ease the integration for projects that want all windows
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@@ -0,0 +1,43 @@
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "CogAll",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "Arnaud Jamin",
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"CreatedByURL": "",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "CogAll",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "Cog",
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"Enabled": true
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},
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{
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"Name": "CogAbility",
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"Enabled": true
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},
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{
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"Name": "CogInput",
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"Enabled": true
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},
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{
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"Name": "CogAI",
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"Enabled": true
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}
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]
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}
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using UnrealBuildTool;
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public class CogAll : ModuleRules
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{
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public CogAll(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(
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new []
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{
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"Core",
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"CoreUObject",
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"CogCommon",
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"CogAbility",
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"CogAI",
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"CogEngine",
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"CogInput",
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"CogWindow",
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"Engine",
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}
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);
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}
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}
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#include "CogAll.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAIWindow_BehaviorTree.h"
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#include "CogAIWindow_Blackboard.h"
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#include "CogEngineWindow_CollisionTester.h"
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#include "CogEngineWindow_CollisionViewer.h"
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#include "CogEngineWindow_CommandBindings.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_Inspector.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_Metrics.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Slate.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogEngineWindow_Transform.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogWindowManager.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameStateBase.h"
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#include "GameFramework/GameUserSettings.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void Cog::AddAllWindows(UCogWindowManager& CogWindowManager)
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{
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogWindowManager.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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{
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UserSettings->ApplySettings(true);
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}
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});
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CogWindowManager.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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FCogEngineWindow_Selection* SelectionWindow = CogWindowManager.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECC_Pawn));
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CogWindowManager.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogWindowManager.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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FCogEngineWindow_Stats* StatsWindow = CogWindowManager.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager.AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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}
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@@ -0,0 +1,17 @@
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#include "CogAllModule.h"
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#define LOCTEXT_NAMESPACE "FCogAllModule"
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAllModule::StartupModule()
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{
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAllModule::ShutdownModule()
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{
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FCogAllModule, CogAll)
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@@ -0,0 +1,10 @@
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#pragma once
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#include "CoreMinimal.h"
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class UCogWindowManager;
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namespace Cog
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{
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void COGALL_API AddAllWindows(UCogWindowManager& CogWindowManager);
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}
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@@ -0,0 +1,18 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class COGALL_API FCogAllModule : public IModuleInterface
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{
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public:
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static inline FCogAllModule &Get() { return FModuleManager::LoadModuleChecked<FCogAllModule>("CogAll"); }
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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};
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