Added a custom sky sphere along with custom child assets like a sky material. Added a custom unlit material for text. Made a main menu. Removed teleportation. Made a custom C++ function for getting the default map name and assigned it to the Restart button in the VRTemplate's left hand in-game menu. Tucked the prototype stuff away in folders Prototype1 and Prototype2, so we can move forward with the full version of the game now (we can reuse stuff from the prototypes, of course).
This commit is contained in:
parent
b286770a8a
commit
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13
.vsconfig
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.vsconfig
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{
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"version": "1.0",
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"components": [
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK.22000",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeGame"
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]
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}
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@ -132,7 +132,7 @@ DefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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EditorStartupMap=/Game/Maps/MainMenu.MainMenu
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LocalMapOptions=
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LocalMapOptions=
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TransitionMap=None
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TransitionMap=None
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bUseSplitscreen=False
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bUseSplitscreen=False
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@ -141,8 +141,8 @@ ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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GameDefaultMap=/Game/Maps/MainMenu.MainMenu
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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ServerDefaultMap=/Game/Maps/MainMenu.MainMenu
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GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
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GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
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GlobalDefaultServerGameMode=None
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GlobalDefaultServerGameMode=None
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BIN
Content/Blueprints/BP_Bubble.uasset
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Content/Blueprints/BP_Bubble.uasset
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Content/Blueprints/BP_Bubble1.uasset
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Content/Blueprints/BP_Bubble1.uasset
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Content/Blueprints/BP_Bubble2.uasset
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Content/Blueprints/BP_Bubble2.uasset
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Content/Blueprints/BP_BubbleGrid1.uasset
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Content/Blueprints/BP_BubbleGrid1.uasset
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Content/Blueprints/BP_BubbleGrid2.uasset
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Content/Blueprints/BP_BubbleGrid2.uasset
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Content/Blueprints/BP_Custom_Sky_Sphere.uasset
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Content/Blueprints/BP_Custom_Sky_Sphere.uasset
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Content/Blueprints/BP_MenuOption.uasset
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Content/Blueprints/BP_MenuOption.uasset
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Content/Maps/MainMenu.umap
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Content/Maps/MainMenu.umap
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Content/Maps/Prototype_BubbleGrid.umap
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Content/Maps/Prototype_BubbleGrid2.umap
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Content/Maps/Prototype_BubbleGrid2.umap
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Content/Materials/CustomTextMaterialOpaque.uasset
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Content/Materials/CustomTextMaterialOpaque.uasset
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Content/Materials/M_Transparent.uasset
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Content/Materials/M_Transparent.uasset
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Content/Meshes/SM_CustomSkySphere.uasset
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Content/Meshes/SM_CustomSkySphere.uasset
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Content/Meshes/SM_SkySphere.uasset
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Content/Meshes/SM_SkySphere.uasset
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Content/Prototype1/BP_Bubble1.uasset
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Content/Prototype1/BP_Bubble1.uasset
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Content/Prototype1/BP_BubbleGrid1.uasset
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Content/Prototype1/BP_BubbleGrid1.uasset
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Content/Prototype1/Prototype1.umap
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Content/Prototype1/Prototype1.umap
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Content/Prototype1/Prototype_BubbleGrid.umap
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Content/Prototype1/Prototype_BubbleGrid.umap
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Content/Prototype2/BP_Bubble2.uasset
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Content/Prototype2/BP_Bubble2.uasset
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Content/Prototype2/BP_BubbleGrid2.uasset
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Content/Prototype2/BP_BubbleGrid2.uasset
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Content/Prototype2/Prototype2.umap
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Content/Prototype2/Prototype2.umap
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Content/Prototype2/Prototype_BubbleGrid2.umap
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Content/Prototype2/Prototype_BubbleGrid2.umap
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Content/VRTemplate/Blueprints/VRPawn.uasset
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Content/VRTemplate/Blueprints/VRPawn.uasset
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Content/VRTemplate/Blueprints/WidgetMenu.uasset
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Content/VRTemplate/Blueprints/WidgetMenu.uasset
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"EngineAssociation": "5.3",
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"EngineAssociation": "5.3",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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{
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"Name": "ReactionGame",
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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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"Plugins": [
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{
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{
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"Name": "OpenXR",
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"Name": "OpenXR",
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15
Source/ReactionGame.Target.cs
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Source/ReactionGame.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 ReactionGameTarget : TargetRules
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{
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public ReactionGameTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange( new string[] { "ReactionGame" } );
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}
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}
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Source/ReactionGame/CustomBlueprintFunctionLibrary.cpp
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Source/ReactionGame/CustomBlueprintFunctionLibrary.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CustomBlueprintFunctionLibrary.h"
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#include "GameMapsSettings.h"
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FString UCustomBlueprintFunctionLibrary::GetDefaultMapName()
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{
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const UGameMapsSettings* GameMapsSettings = GetDefault<UGameMapsSettings>();
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return GameMapsSettings->GetGameDefaultMap();
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}
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Source/ReactionGame/CustomBlueprintFunctionLibrary.h
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Source/ReactionGame/CustomBlueprintFunctionLibrary.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CustomBlueprintFunctionLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class REACTIONGAME_API UCustomBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Custom Utilities")
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static FString GetDefaultMapName();
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};
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Source/ReactionGame/ReactionGame.Build.cs
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Source/ReactionGame/ReactionGame.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 ReactionGame : ModuleRules
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{
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public ReactionGame(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", "EngineSettings" });
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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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Source/ReactionGame/ReactionGame.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ReactionGame.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ReactionGame, "ReactionGame" );
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Source/ReactionGame/ReactionGame.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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Source/ReactionGameEditor.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 ReactionGameEditorTarget : TargetRules
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{
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public ReactionGameEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange( new string[] { "ReactionGame" } );
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}
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}
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