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:
15
Source/M4_CPP.Target.cs
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15
Source/M4_CPP.Target.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class M4_CPPTarget : TargetRules
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{
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public M4_CPPTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
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ExtraModuleNames.Add("M4_CPP");
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}
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}
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23
Source/M4_CPP/M4_CPP.Build.cs
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23
Source/M4_CPP/M4_CPP.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class M4_CPP : ModuleRules
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{
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public M4_CPP(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", "EnhancedInput" });
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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/M4_CPP/M4_CPP.cpp
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6
Source/M4_CPP/M4_CPP.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "M4_CPP.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, M4_CPP, "M4_CPP" );
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6
Source/M4_CPP/M4_CPP.h
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6
Source/M4_CPP/M4_CPP.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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15
Source/M4_CPPEditor.Target.cs
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15
Source/M4_CPPEditor.Target.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class M4_CPPEditorTarget : TargetRules
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{
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public M4_CPPEditorTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
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ExtraModuleNames.Add("M4_CPP");
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}
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}
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