Initializes Unreal Engine project

Sets up the basic project structure, including configuration files,
source code directories, and a default .gitignore. Configures the
engine for optimal rendering and input settings.
This commit is contained in:
2025-10-11 18:35:59 +02:00
parent eda742f8ad
commit 4299d2242e
28 changed files with 979 additions and 0 deletions

15
Source/M4_CPP.Target.cs Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class M4_CPPTarget : TargetRules
{
public M4_CPPTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
ExtraModuleNames.Add("M4_CPP");
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class M4_CPP : ModuleRules
{
public M4_CPP(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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Source/M4_CPP/M4_CPP.cpp Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "M4_CPP.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, M4_CPP, "M4_CPP" );

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Source/M4_CPP/M4_CPP.h Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class M4_CPPEditorTarget : TargetRules
{
public M4_CPPEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
ExtraModuleNames.Add("M4_CPP");
}
}