Initial commit
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commit
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# Visual Studio 2015 user specific files
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.vs/
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# Rider
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.idea/
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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SourceArt/**/*.png
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SourceArt/**/*.tga
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# Binary Files
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Binaries/*
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Plugins/*/Binaries/*
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# Builds
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Build/*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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!Build/**/*.ico
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# Built data for maps
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*_BuiltData.uasset
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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Plugins/*/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*
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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": "Blaster",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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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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[/Script/SourceCodeAccess.SourceCodeAccessSettings]
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PreferredAccessor=Rider Uproject
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Engine/Maps/Templates/OpenWorld
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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/Blaster")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Blaster")
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+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="BlasterGameModeBase")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=60EEA3FE48D0EDC25F6F79B8DA3D14F4
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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=DD573C214B328A1AEDE15DA9E4FBD4B4
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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 BlasterTarget : TargetRules
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{
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public BlasterTarget( 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[] { "Blaster" } );
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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 Blaster : ModuleRules
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{
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public Blaster(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 "Blaster.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Blaster, "Blaster" );
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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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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BlasterGameModeBase.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 "BlasterGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API ABlasterGameModeBase : 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 BlasterEditorTarget : TargetRules
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{
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public BlasterEditorTarget( 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[] { "Blaster" } );
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}
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}
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