Source setup
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parent
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5
.gitignore
vendored
5
.gitignore
vendored
@ -9,3 +9,8 @@ Project/Saved/Config/WindowsEditor
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Project/Saved/Config/WorldState
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Project/Saved/AutoScreenshot.png
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Project/Platforms
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Project/.vs
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Project/.vsconfig
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*.sln
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*.target
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*.modules
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.dll
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.dll
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.pdb
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BIN
Project/Binaries/Win64/UnrealEditor-Gasa.pdb
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.pdb
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BIN
Project/Binaries/Win64/UnrealEditor-GasaEditor.pdb
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15
Project/Source/Gasa.Target.cs
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15
Project/Source/Gasa.Target.cs
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@ -0,0 +1,15 @@
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using BuildSettingsVersion = UnrealBuildTool.BuildSettingsVersion;
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using TargetInfo = UnrealBuildTool.TargetInfo;
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using TargetRules = UnrealBuildTool.TargetRules;
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using TargetType = UnrealBuildTool.TargetType;
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public class GasaTarget : TargetRules
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{
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public GasaTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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ExtraModuleNames.Add("Gasa");
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}
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}
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58
Project/Source/Gasa/Gasa.Build.cs
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58
Project/Source/Gasa/Gasa.Build.cs
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@ -0,0 +1,58 @@
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using System;
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using System.Collections.Generic;
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using ModuleRules = UnrealBuildTool.ModuleRules;
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using ReadOnlyTargetRules = UnrealBuildTool.ReadOnlyTargetRules;
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using TargetRules = UnrealBuildTool.TargetRules;
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using UnrealTargetConfiguration = UnrealBuildTool.UnrealTargetConfiguration;
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public class Gasa : ModuleRules
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{
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public Gasa(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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"AIModule",
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"CoreUObject",
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"Engine",
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"EnhancedInput",
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"GameplayAbilities",
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"GameplayTags",
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"GameplayTasks",
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"InputCore",
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"NetCore",
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"Niagara",
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});
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#endregion Engine
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#region Plugins
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if (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Type != TargetRules.TargetType.Server)
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{
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PrivateIncludePathModuleNames.AddRange( new string[]
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{
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"CogCommon",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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// "UE_ImGui",
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"CogCommon",
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"CogAbility",
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"CogAI",
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"CogAll",
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"CogDebug",
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"CogEngine",
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"CogImgui",
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"CogInput",
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"CogWindow",
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});
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}
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#endregion Plugins
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PublicIncludePathModuleNames.Add("Gasa");
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}
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}
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13
Project/Source/Gasa/GasaModule.cpp
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Project/Source/Gasa/GasaModule.cpp
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#include "GasaModule.h"
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IMPLEMENT_PRIMARY_GAME_MODULE(FGasaModule, Gasa, Gasa);
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void FGasaModule::StartupModule()
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{
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}
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void FGasaModule::ShutdownModule()
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{
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}
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19
Project/Source/Gasa/GasaModule.h
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Project/Source/Gasa/GasaModule.h
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#pragma once
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#include "Modules/ModuleInterface.h"
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class GASA_API FGasaModule : 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("Gasa");
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}
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static FGasaModule& Get() {
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return FModuleManager::LoadModuleChecked<FGasaModule>("Gasa");
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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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17
Project/Source/GasaEditor.Target.cs
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17
Project/Source/GasaEditor.Target.cs
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@ -0,0 +1,17 @@
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using BuildSettingsVersion = UnrealBuildTool.BuildSettingsVersion;
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using TargetInfo = UnrealBuildTool.TargetInfo;
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using TargetRules = UnrealBuildTool.TargetRules;
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using TargetType = UnrealBuildTool.TargetType;
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public class GasaEditorTarget : TargetRules
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{
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public GasaEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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ExtraModuleNames.Add("Gasa");
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ExtraModuleNames.Add("GasaEditor");
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}
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}
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19
Project/Source/GasaEditor/GasaEditor.Build.cs
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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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14
Project/Source/GasaEditor/GasaEditorModule.cpp
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14
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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19
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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