Create game and editor modules
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@ -3,6 +3,24 @@
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"EngineAssociation": "5.2",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "Pawn",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"CoreUObject"
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]
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},
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{
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"Name": "PawnEditor",
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"Type": "Editor",
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"LoadingPhase": "PostEngineInit",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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{
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"Name": "ModelingToolsEditorMode",
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11
Pawn_Unreal/Source/Pawn.Target.cs
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Pawn_Unreal/Source/Pawn.Target.cs
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using UnrealBuildTool;
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public class PawnTarget : TargetRules {
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public PawnTarget(TargetInfo Target) : base(Target) {
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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ExtraModuleNames.AddRange(new [] { "Pawn" });
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}
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}
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16
Pawn_Unreal/Source/Pawn/Pawn.Build.cs
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Pawn_Unreal/Source/Pawn/Pawn.Build.cs
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using UnrealBuildTool;
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public class Pawn : ModuleRules {
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public Pawn(ReadOnlyTargetRules Target) : base(Target) {
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new[] {
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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}
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}
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12
Pawn_Unreal/Source/Pawn/PawnModule.cpp
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Pawn_Unreal/Source/Pawn/PawnModule.cpp
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#include "PawnModule.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE(FPawnModule, Pawn, "Pawn");
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void FPawnModule::StartupModule() {
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IModuleInterface::StartupModule();
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}
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void FPawnModule::ShutdownModule() {
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IModuleInterface::ShutdownModule();
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}
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9
Pawn_Unreal/Source/Pawn/PawnModule.h
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Pawn_Unreal/Source/Pawn/PawnModule.h
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#pragma once
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#include "CoreMinimal.h"
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class FPawnModule : public IModuleInterface {
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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11
Pawn_Unreal/Source/PawnEditor.Target.cs
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Pawn_Unreal/Source/PawnEditor.Target.cs
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using UnrealBuildTool;
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public class PawnEditorTarget : TargetRules {
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public PawnEditorTarget(TargetInfo Target) : base(Target) {
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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ExtraModuleNames.AddRange(new [] { "Pawn", "PawnEditor" });
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}
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}
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41
Pawn_Unreal/Source/PawnEditor/PawnEditor.Build.cs
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Pawn_Unreal/Source/PawnEditor/PawnEditor.Build.cs
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using UnrealBuildTool;
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public class PawnEditor : ModuleRules {
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public PawnEditor(ReadOnlyTargetRules Target) : base(Target) {
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new [] {
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"Core",
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"Engine",
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"CoreUObject",
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"InputCore",
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"LevelEditor",
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"Slate",
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"EditorStyle",
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"AssetTools",
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"EditorWidgets",
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"UnrealEd",
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"BlueprintGraph",
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"AnimGraph",
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"ComponentVisualizers",
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"ContentBrowser",
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"SourceControl",
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"Pawn"
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});
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PrivateDependencyModuleNames.AddRange(new [] {
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"Core",
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"CoreUObject",
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"Engine",
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"AppFramework",
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"SlateCore",
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"AnimGraph",
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"UnrealEd",
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"KismetWidgets",
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"MainFrame",
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"PropertyEditor",
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"ComponentVisualizers",
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"Pawn"
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});
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}
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}
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9
Pawn_Unreal/Source/PawnEditor/PawnEditorModule.cpp
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9
Pawn_Unreal/Source/PawnEditor/PawnEditorModule.cpp
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#include "PawnEditorModule.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE(FPawnEditorModule, PawnEditor)
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void FPawnEditorModule::StartupModule() {}
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void FPawnEditorModule::ShutdownModule() {}
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9
Pawn_Unreal/Source/PawnEditor/PawnEditorModule.h
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9
Pawn_Unreal/Source/PawnEditor/PawnEditorModule.h
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#pragma once
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#include "CoreMinimal.h"
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class FPawnEditorModule : public IModuleInterface {
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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