Source setup
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19
Project/Source/GasaEditor/GasaEditor.Build.cs
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19
Project/Source/GasaEditor/GasaEditor.Build.cs
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using ModuleRules = UnrealBuildTool.ModuleRules;
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using ReadOnlyTargetRules = UnrealBuildTool.ReadOnlyTargetRules;
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public class GasaEditor : ModuleRules
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{
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public GasaEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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#region Engine
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PrivateIncludePathModuleNames.AddRange(new string[] {
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"Core",
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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"Core",
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});
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#endregion Engine
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PublicIncludePathModuleNames.Add("Gasa");
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}
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}
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Project/Source/GasaEditor/GasaEditorModule.cpp
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Project/Source/GasaEditor/GasaEditorModule.cpp
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#include "GasaEditorModule.h"
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IMPLEMENT_PRIMARY_GAME_MODULE(FGasaEditorModule, GasaEditor, GasaEditor);
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void FGasaEditorModule::StartupModule()
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{
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}
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void FGasaEditorModule::ShutdownModule()
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{
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}
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19
Project/Source/GasaEditor/GasaEditorModule.h
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Project/Source/GasaEditor/GasaEditorModule.h
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#pragma once
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#include "Modules/ModuleInterface.h"
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class GASAEDITOR_API FGasaEditorModule : public IModuleInterface
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{
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public:
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static bool IsAvailable() {
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return FModuleManager::Get().IsModuleLoaded("GasaEditor");
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}
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static FGasaEditorModule& Get() {
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return FModuleManager::LoadModuleChecked<FGasaEditorModule>("GasaEditor");
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}
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protected:
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void StartupModule() override;
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void ShutdownModule() override;
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};
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