commiting Source folder. Got forgotten in previous commits
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15
Source/lost_planet.Target.cs
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15
Source/lost_planet.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class lost_planetTarget : TargetRules
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{
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public lost_planetTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V6;
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ExtraModuleNames.AddRange( new string[] { "lost_planet" } );
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}
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}
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153
Source/lost_planet/Private/customCharacterMovementComponent.cpp
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153
Source/lost_planet/Private/customCharacterMovementComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "customCharacterMovementComponent.h"
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#include "GameFramework/Character.h"
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#include "Components/CapsuleComponent.h"
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#include "Engine/World.h"
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UCustomCharacterMovementComponent::UCustomCharacterMovementComponent()
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{
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// Set default values here if needed
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}
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// Custom movement physics
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// Use custom movement 0 for climbing
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void UCustomCharacterMovementComponent::PhysCustom(float DeltaTime, int32 Iterations)
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{
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// Handle custom movement mode physics here
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switch (CustomMovementMode)
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{
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case 0:
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{
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if (DeltaTime < MIN_TICK_TIME)
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{
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return;
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}
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RestorePreAdditiveRootMotionVelocity();
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if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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{
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if (bCheatFlying && Acceleration.IsZero())
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{
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Velocity = FVector::ZeroVector;
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}
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//const float Friction = 0.5f * GetPhysicsVolume()->FluidFriction;
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constexpr float Friction = 5.f;
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CalcVelocity(DeltaTime, Friction, true, GetMaxBrakingDeceleration());
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}
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ApplyRootMotionToVelocity(DeltaTime);
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bJustTeleported = false;
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FVector OldLocation = UpdatedComponent->GetComponentLocation();
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const FVector Adjusted = Velocity * DeltaTime;
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FHitResult Hit(1.f);
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SafeMoveUpdatedComponent(Adjusted, UpdatedComponent->GetComponentQuat(), true, Hit);
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if (Hit.Time < 1.f)
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{
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SlideAlongSurface(Velocity * DeltaTime, 1.f - Hit.Time, Hit.Normal, Hit, true);
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}
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const ACharacter* Character = Cast<ACharacter>(GetOwner());
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FHitResult WallHit;
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const bool bWallFound = SweepForwardForWall(Character, WallHit);
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if (bWallFound)
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{
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const FVector SurfaceNormal = WallHit.Normal;
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// Update Location
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const FVector TargetLocation = WallHit.Location + (SurfaceNormal * 0.1f);
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const FVector NewLocation = FMath::VInterpTo(UpdatedComponent->GetComponentLocation(), TargetLocation, DeltaTime, 2.f);
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UpdatedComponent->SetWorldLocation(NewLocation);
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// Update Rotation
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const FRotator TargetRotation = FRotationMatrix::MakeFromXZ(-SurfaceNormal, FVector::UpVector).Rotator();
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const FRotator NewRotation = FMath::RInterpTo(UpdatedComponent->GetComponentRotation(), TargetRotation, DeltaTime, 2.f);
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UpdatedComponent->SetWorldRotation(NewRotation);
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}
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else
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{
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// Reset Rotation and set MovementMode to Falling
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const FRotator NewRotation = FRotator(0.0f, UpdatedComponent->GetComponentRotation().Yaw, 0.0f);
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UpdatedComponent->SetWorldRotation(NewRotation);
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SetMovementMode(MOVE_Falling);
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}
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if (!bJustTeleported && !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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{
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Velocity = (UpdatedComponent->GetComponentLocation() - OldLocation) / DeltaTime;
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}
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break;
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}
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default:
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// For any other custom mode, fallback to base implementation
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Super::PhysCustom(DeltaTime, Iterations);
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GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Movement mode not implemented!"));
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break;
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}
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}
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void UCustomCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode)
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{
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Super::OnMovementModeChanged(PreviousMovementMode, PreviousCustomMode);
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if (CharacterOwner)
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{
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if (MovementMode == MOVE_Custom && CustomMovementMode == 0)
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{
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CharacterOwner->bUseControllerRotationYaw = false;
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}
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else if (PreviousMovementMode == MOVE_Custom && PreviousCustomMode == 0)
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{
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CharacterOwner->bUseControllerRotationYaw = true;
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}
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}
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}
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// Sweeps forward from the character's capsule to detect a wall in front.
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// Returns true if a blocking hit is found; OutHit contains hit information.
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// SweepDistance is how far ahead to check.
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bool UCustomCharacterMovementComponent::SweepForwardForWall(const ACharacter* Character, FHitResult& OutHit, const float SweepDistance)
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{
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if (!Character)
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{
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return false;
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}
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const UCapsuleComponent* Capsule = Character->GetCapsuleComponent();
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if (!Capsule)
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{
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return false;
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}
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const UWorld* World = Character->GetWorld();
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if (!World)
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{
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return false;
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}
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const FVector Start = Capsule->GetComponentLocation();
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const FVector Forward = Character->GetActorForwardVector();
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const FVector End = Start + Forward * SweepDistance;
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const float CapsuleRadius = Capsule->GetScaledCapsuleRadius();
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const float CapsuleHalfHeight = Capsule->GetScaledCapsuleHalfHeight();
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const FCollisionShape CapsuleShape = FCollisionShape::MakeCapsule(CapsuleRadius, CapsuleHalfHeight);
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const bool bHit = World->SweepSingleByChannel(
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OutHit,
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Start,
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End,
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FQuat::Identity,
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ECC_Visibility, // Adjust collision channel as needed
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CapsuleShape
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);
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return bHit;
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}
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26
Source/lost_planet/Public/customCharacterMovementComponent.h
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26
Source/lost_planet/Public/customCharacterMovementComponent.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "customCharacterMovementComponent.generated.h"
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/**
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*
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*/
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UCLASS()
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class LOST_PLANET_API UCustomCharacterMovementComponent : public UCharacterMovementComponent
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{
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GENERATED_BODY()
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public:
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// Constructor
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UCustomCharacterMovementComponent();
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protected:
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// Override PhysCustom to handle custom movement mode behaviors
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virtual void PhysCustom(float DeltaTime, int32 Iterations) override;
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virtual void OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override;
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static bool SweepForwardForWall(const ACharacter* Character, FHitResult& OutHit, float SweepDistance = 100.f);
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};
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23
Source/lost_planet/lost_planet.Build.cs
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23
Source/lost_planet/lost_planet.Build.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class lost_planet : ModuleRules
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{
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public lost_planet(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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6
Source/lost_planet/lost_planet.cpp
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6
Source/lost_planet/lost_planet.cpp
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@@ -0,0 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "lost_planet.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, lost_planet, "lost_planet" );
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6
Source/lost_planet/lost_planet.h
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6
Source/lost_planet/lost_planet.h
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@@ -0,0 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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15
Source/lost_planetEditor.Target.cs
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15
Source/lost_planetEditor.Target.cs
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@@ -0,0 +1,15 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class lost_planetEditorTarget : TargetRules
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{
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public lost_planetEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V6;
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ExtraModuleNames.AddRange( new string[] { "lost_planet" } );
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}
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}
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