Minor - Initialise le projet Unreal Engine - V0.2.0
Initialise le projet Unreal Engine avec les paramètres de base, le personnage de troisième personne et les assets nécessaires. Configure aussi les contrôles par défaut.
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15
Source/UE_Sneaky.Target.cs
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15
Source/UE_Sneaky.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 UE_SneakyTarget : TargetRules
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{
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public UE_SneakyTarget(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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ExtraModuleNames.AddRange( new string[] { "UE_Sneaky" } );
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}
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}
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12
Source/UE_Sneaky/Temp.cpp
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Source/UE_Sneaky/Temp.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Temp.h"
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Temp::Temp()
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{
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}
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Temp::~Temp()
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{
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}
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15
Source/UE_Sneaky/Temp.h
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15
Source/UE_Sneaky/Temp.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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/**
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*
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*/
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class UE_SNEAKY_API Temp
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{
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public:
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Temp();
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~Temp();
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};
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23
Source/UE_Sneaky/UE_Sneaky.Build.cs
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Source/UE_Sneaky/UE_Sneaky.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 UE_Sneaky : ModuleRules
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{
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public UE_Sneaky(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/UE_Sneaky/UE_Sneaky.cpp
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6
Source/UE_Sneaky/UE_Sneaky.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UE_Sneaky.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, UE_Sneaky, "UE_Sneaky" );
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6
Source/UE_Sneaky/UE_Sneaky.h
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6
Source/UE_Sneaky/UE_Sneaky.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/UE_SneakyEditor.Target.cs
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15
Source/UE_SneakyEditor.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 UE_SneakyEditorTarget : TargetRules
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{
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public UE_SneakyEditorTarget(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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ExtraModuleNames.AddRange( new string[] { "UE_Sneaky" } );
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}
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}
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