Project Setup - Course 2.11
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="RiderProjectSettingsUpdater">
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<option name="vcsConfiguration" value="2" />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ChangeListManager">
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<list default="true" id="547cb3b8-1d7e-4022-b388-a96c7a33350a" name="Changes" comment="" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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<option name="LAST_RESOLUTION" value="IGNORE" />
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</component>
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<component name="ProjectId" id="29LgiXkm4QZf4JCBsDms4ebqN2R" />
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<component name="ProjectViewState">
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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</component>
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<component name="PropertiesComponent"><![CDATA[{
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"keyToString": {
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"RunOnceActivity.OpenProjectViewOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"WebServerToolWindowFactoryState": "false"
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}
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}]]></component>
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<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
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<component name="TaskManager">
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<task active="true" id="Default" summary="Default task">
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<created>1652897910248</created>
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1652897910248</updated>
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<workItem from="1652897913252" duration="1000" />
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</task>
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<servers />
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</component>
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<component name="UnityUnitTestConfiguration" currentTestLauncher="NUnit" />
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<component name="VcsManagerConfiguration">
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<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
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</component>
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</project>
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/_Game/Maps/DefaultMap.DefaultMap
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EditorStartupMap=/Game/_Game/Maps/DefaultMap.DefaultMap
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GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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[/Script/Engine.RendererSettings]
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Shooter")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Shooter")
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+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="ShooterGameModeBase")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=7D70D8A14F14501AD3F149B2CD8AA088
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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bUseCompression=False
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bLogFiles=False
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bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=B1B3FFF2499F3381ECD967B8ECBB1860
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[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
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bBuildForEmulation=False
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bBuildForDevice=True
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bUseNameForLogo=True
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bBuildForRetailWindowsStore=False
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bAutoIncrementVersion=False
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bShouldCreateAppInstaller=False
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AppInstallerInstallationURL=
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HoursBetweenUpdateChecks=0
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bEnablePIXProfiling=False
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TileBackgroundColor=(B=64,G=0,R=0,A=255)
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SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
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+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
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TargetDeviceFamily=Windows.Holographic
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MinimumPlatformVersion=
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MaximumPlatformVersionTested=10.0.18362.0
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MaxTrianglesPerCubicMeter=500.000000
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SpatialMeshingVolumeSize=20.000000
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CompilerVersion=Default
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Windows10SDKVersion=10.0.18362.0
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+CapabilityList=internetClientServer
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+CapabilityList=privateNetworkClientServer
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+Uap2CapabilityList=spatialPerception
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bSetDefaultCapabilities=False
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SpatializationPlugin=
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ReverbPlugin=
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OcclusionPlugin=
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SoundCueCookQualityIndex=-1
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{
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"FileVersion": 3,
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"EngineAssociation": "5.0",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "Shooter",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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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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"Enabled": true,
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"TargetAllowList": [
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"Editor"
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]
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},
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{
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"Name": "Bridge",
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"Enabled": true,
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"SupportedTargetPlatforms": [
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"Win64",
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"Mac",
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"Linux"
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]
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}
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]
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}
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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 ShooterTarget : TargetRules
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{
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public ShooterTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "Shooter" } );
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}
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}
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class Shooter : ModuleRules
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{
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public Shooter(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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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Shooter.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Shooter, "Shooter" );
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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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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ShooterCharacter.h"
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// Sets default values
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AShooterCharacter::AShooterCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AShooterCharacter::BeginPlay()
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{
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Super::BeginPlay();
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UE_LOG(LogTemp, Warning, TEXT("BeginPlay()"));
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int myInt{ 42 };
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UE_LOG(LogTemp, Warning, TEXT("int myInt: %d"), myInt);
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float myFloat{ 3.14159f };
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UE_LOG(LogTemp, Warning, TEXT("float myFloat: %f"), myFloat);
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double myDouble{ 0.000080845 };
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UE_LOG(LogTemp, Warning, TEXT("double myDouble: %.10lf"), myDouble);
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char myChar{ 'c' };
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UE_LOG(LogTemp, Warning, TEXT("char myChar: %c"), myChar);
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wchar_t myWideChar{ L'J' };
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UE_LOG(LogTemp, Warning, TEXT("wchar_t myWideChar: %lc"), myWideChar);
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bool myBool{ true };
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UE_LOG(LogTemp, Warning, TEXT("bool myBool: %d"), myBool);
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}
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// Called every frame
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void AShooterCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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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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#include "GameFramework/Character.h"
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#include "ShooterCharacter.generated.h"
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UCLASS()
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class SHOOTER_API AShooterCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AShooterCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ShooterGameModeBase.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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#include "GameFramework/GameModeBase.h"
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#include "ShooterGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class SHOOTER_API AShooterGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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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 ShooterEditorTarget : TargetRules
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{
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public ShooterEditorTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "Shooter" } );
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}
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}
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