Create game and editor modules

This commit is contained in:
Maxime Maurin 2023-07-24 21:39:48 +02:00
parent d83ca74999
commit b24ddd06be
9 changed files with 149 additions and 13 deletions

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@ -1,15 +1,33 @@
{
"FileVersion": 3,
"EngineAssociation": "5.2",
"Category": "",
"Description": "",
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
}
]
"FileVersion": 3,
"EngineAssociation": "5.2",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Pawn",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"CoreUObject"
]
},
{
"Name": "PawnEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
}
]
}

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@ -0,0 +1,11 @@
using UnrealBuildTool;
public class PawnTarget : TargetRules {
public PawnTarget(TargetInfo Target) : base(Target) {
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange(new [] { "Pawn" });
}
}

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@ -0,0 +1,16 @@
using UnrealBuildTool;
public class Pawn : ModuleRules {
public Pawn(ReadOnlyTargetRules Target) : base(Target) {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new[] {
"Core",
"CoreUObject",
"Engine",
"InputCore"
});
PrivateDependencyModuleNames.AddRange(new string[] { });
}
}

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@ -0,0 +1,12 @@
#include "PawnModule.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FPawnModule, Pawn, "Pawn");
void FPawnModule::StartupModule() {
IModuleInterface::StartupModule();
}
void FPawnModule::ShutdownModule() {
IModuleInterface::ShutdownModule();
}

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@ -0,0 +1,9 @@
#pragma once
#include "CoreMinimal.h"
class FPawnModule : public IModuleInterface {
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};

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@ -0,0 +1,11 @@
using UnrealBuildTool;
public class PawnEditorTarget : TargetRules {
public PawnEditorTarget(TargetInfo Target) : base(Target) {
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange(new [] { "Pawn", "PawnEditor" });
}
}

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@ -0,0 +1,41 @@
using UnrealBuildTool;
public class PawnEditor : ModuleRules {
public PawnEditor(ReadOnlyTargetRules Target) : base(Target) {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new [] {
"Core",
"Engine",
"CoreUObject",
"InputCore",
"LevelEditor",
"Slate",
"EditorStyle",
"AssetTools",
"EditorWidgets",
"UnrealEd",
"BlueprintGraph",
"AnimGraph",
"ComponentVisualizers",
"ContentBrowser",
"SourceControl",
"Pawn"
});
PrivateDependencyModuleNames.AddRange(new [] {
"Core",
"CoreUObject",
"Engine",
"AppFramework",
"SlateCore",
"AnimGraph",
"UnrealEd",
"KismetWidgets",
"MainFrame",
"PropertyEditor",
"ComponentVisualizers",
"Pawn"
});
}
}

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@ -0,0 +1,9 @@
#include "PawnEditorModule.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_MODULE(FPawnEditorModule, PawnEditor)
void FPawnEditorModule::StartupModule() {}
void FPawnEditorModule::ShutdownModule() {}

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@ -0,0 +1,9 @@
#pragma once
#include "CoreMinimal.h"
class FPawnEditorModule : public IModuleInterface {
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};