Initial commit

This commit is contained in:
Kingsmedia 2022-04-27 19:46:42 +02:00
commit 1ae803ce06
13 changed files with 242 additions and 0 deletions

77
.gitignore vendored Normal file
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# Visual Studio 2015 user specific files
.vs/
# Rider
.idea/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/*/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*

31
Blaster.uproject Normal file
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{
"FileVersion": 3,
"EngineAssociation": "5.0",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Blaster",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
},
{
"Name": "Bridge",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Mac",
"Linux"
]
}
]
}

0
Config/DefaultEditor.ini Normal file
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[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=Rider Uproject

43
Config/DefaultEngine.ini Normal file
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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Engine/Maps/Templates/OpenWorld
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Blaster")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Blaster")
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="BlasterGameModeBase")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=60EEA3FE48D0EDC25F6F79B8DA3D14F4
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

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Config/DefaultGame.ini Normal file
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=DD573C214B328A1AEDE15DA9E4FBD4B4

14
Source/Blaster.Target.cs Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class BlasterTarget : TargetRules
{
public BlasterTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Blaster" } );
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Blaster : ModuleRules
{
public Blaster(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blaster.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Blaster, "Blaster" );

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Source/Blaster/Blaster.h Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlasterGameModeBase.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "BlasterGameModeBase.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API ABlasterGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class BlasterEditorTarget : TargetRules
{
public BlasterEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Blaster" } );
}
}