Init settings and content

This commit is contained in:
Oleg Petruny 2024-04-13 18:13:05 +02:00
parent c2336372d3
commit 08330b2263
16 changed files with 124 additions and 0 deletions

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Content/Models/** filter=lfs diff=lfs merge=lfs -text
Content/MaterialsS/** filter=lfs diff=lfs merge=lfs -text
Content/Fonts/** filter=lfs diff=lfs merge=lfs -text
Content/Foliages/** filter=lfs diff=lfs merge=lfs -text
Content/Audio/Sounds/** filter=lfs diff=lfs merge=lfs -text
Content/Audio/Music/** filter=lfs diff=lfs merge=lfs -text
Content/UI/Textures/** filter=lfs diff=lfs merge=lfs -text

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Binaries
DerivedDataCache
Intermediate
Saved
.vscode
.vs
*.VC.db
*.opensdf
*.opendb
*.sdf
*.sln
*.suo
*.xcodeproj
*.xcworkspace
Platforms/HoloLens

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.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows10SDK.22000",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",
"Microsoft.VisualStudio.Workload.NativeGame"
]
}

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README.md Normal file
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# Lost_Edge
Developed with Unreal Engine 5

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class Lost_EdgeTarget : TargetRules
{
public Lost_EdgeTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Lost_Edge");
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Lost_Edge : ModuleRules
{
public Lost_Edge(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Lost_Edge.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Lost_Edge, "Lost_Edge" );

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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.
#include "Lost_EdgeGameModeBase.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "Lost_EdgeGameModeBase.generated.h"
/**
*
*/
UCLASS()
class LOST_EDGE_API ALost_EdgeGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class Lost_EdgeEditorTarget : TargetRules
{
public Lost_EdgeEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Lost_Edge");
}
}

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