missing files
This commit is contained in:
15
Source/ThisWillWork.Target.cs
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15
Source/ThisWillWork.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 ThisWillWorkTarget : TargetRules
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{
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public ThisWillWorkTarget(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[] { "ThisWillWork" } );
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}
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}
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27
Source/ThisWillWork/AMyCustomActorFinder.cpp
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27
Source/ThisWillWork/AMyCustomActorFinder.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AMyCustomActorFinder.h"
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// Sets default values
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AAMyCustomActorFinder::AAMyCustomActorFinder()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AAMyCustomActorFinder::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AAMyCustomActorFinder::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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26
Source/ThisWillWork/AMyCustomActorFinder.h
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26
Source/ThisWillWork/AMyCustomActorFinder.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/Actor.h"
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#include "AMyCustomActorFinder.generated.h"
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UCLASS()
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class THISWILLWORK_API AAMyCustomActorFinder : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AAMyCustomActorFinder();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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27
Source/ThisWillWork/FindMyActorByName.cpp
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Source/ThisWillWork/FindMyActorByName.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FindMyActorByName.h"
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// Sets default values
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AFindMyActorByName::AFindMyActorByName()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AFindMyActorByName::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AFindMyActorByName::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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26
Source/ThisWillWork/FindMyActorByName.h
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Source/ThisWillWork/FindMyActorByName.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/Actor.h"
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#include "FindMyActorByName.generated.h"
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UCLASS()
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class THISWILLWORK_API AFindMyActorByName : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AFindMyActorByName();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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27
Source/ThisWillWork/MyActor.cpp
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Source/ThisWillWork/MyActor.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyActor.h"
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// Sets default values
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AMyActor::AMyActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AMyActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMyActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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26
Source/ThisWillWork/MyActor.h
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26
Source/ThisWillWork/MyActor.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/Actor.h"
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#include "MyActor.generated.h"
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UCLASS()
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class THISWILLWORK_API AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMyActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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22
Source/ThisWillWork/MyCustomActorFinder.cpp
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Source/ThisWillWork/MyCustomActorFinder.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyCustomActorFinder.h"
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#include "Engine/World.h"
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#include "GameFramework/Actor.h"
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#include "EngineUtils.h"
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AActor* MyCustomActorFinder::FindActorByName(const FString& ActorName)
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{
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for (TActorIterator<AActor> It(GetWorld()); It; ++It)
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{
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AActor* Actor = *It;
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if (Actor->GetName() == ActorName)
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{
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return Actor;
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}
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}
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return nullptr;
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}
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16
Source/ThisWillWork/MyCustomActorFinder.h
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Source/ThisWillWork/MyCustomActorFinder.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/Actor.h"
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#include "MyCustomActorFinder.generated.h"
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UCLASS()
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class GAMEIDEAV5_5_API AMyCustomActorFinder : public AActor
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{
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GENERATED_BODY()
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public: UFUNCTION(BlueprintCallable, Category = "Utilities") AActor* FindActorByName(const FString& ActorName);
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};
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23
Source/ThisWillWork/ThisWillWork.Build.cs
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23
Source/ThisWillWork/ThisWillWork.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 ThisWillWork : ModuleRules
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{
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public ThisWillWork(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/ThisWillWork/ThisWillWork.cpp
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6
Source/ThisWillWork/ThisWillWork.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ThisWillWork.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ThisWillWork, "ThisWillWork" );
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6
Source/ThisWillWork/ThisWillWork.h
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Source/ThisWillWork/ThisWillWork.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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15
Source/ThisWillWorkEditor.Target.cs
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15
Source/ThisWillWorkEditor.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 ThisWillWorkEditorTarget : TargetRules
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{
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public ThisWillWorkEditorTarget(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[] { "ThisWillWork" } );
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}
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}
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