Add dependencies locally

This commit is contained in:
Ahrimdon
2024-02-27 03:09:30 -05:00
parent 1679ef60cc
commit 70e8a8502b
5698 changed files with 2770161 additions and 12 deletions

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# Visual Studio 2015 user specific files
.vs/
# Visual Studio 2015 database file
*.VC.db
# 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/
# 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/
# Cache files for the editor to use
DerivedDataCache/
# Library headers must be copied automatically by the build script (build.py unreal)
Plugins/DiscordRpc/Source/ThirdParty/DiscordRpcLibrary/Include

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[URL]
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableCCD=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/ShowTheUILevel.ShowTheUILevel
GameDefaultMap=/Game/ShowTheUILevel.ShowTheUILevel

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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=E5977A24492699DF20B8ADBF736AF6C6
ProjectName=Discord RPC Example
CompanyName=Discord Inc.
Homepage="https://discordapp.com/"
CopyrightNotice=

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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Discord RPC",
"Description": "Wrap the Discord RPC library.",
"Category": "Messaging",
"CreatedBy": "Chris Marsh <chris@discordapp.com>",
"CreatedByURL": "https://discordapp.com/",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "DiscordRpc",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Linux",
"Mac"
]
}
]
}

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class DiscordRpc : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpc(TargetInfo Target)
#endif
{
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
PublicIncludePaths.AddRange(
new string[] {
"DiscordRpc/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"DiscordRpc/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"DiscordRpcLibrary"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Projects"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "Source", "ThirdParty", "DiscordRpcLibrary"));
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
}
}

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "DiscordRpcPrivatePCH.h"
#include "IPluginManager.h"
#include "ModuleManager.h"
#define LOCTEXT_NAMESPACE "FDiscordRpcModule"
void FDiscordRpcModule::StartupModule()
{
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
const FString SDKDir =
FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
#if PLATFORM_WINDOWS
const FString LibName = TEXT("discord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#elif PLATFORM_MAC
const FString LibName = TEXT("libdiscord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#endif
#endif
#endif
}
void FDiscordRpcModule::ShutdownModule()
{
// Free the dll handle
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
FreeDependency(DiscordRpcLibraryHandle);
#endif
#endif
}
bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name, void*& Handle)
{
FString Lib = Name + TEXT(".") + FPlatformProcess::GetModuleExtension();
FString Path = Dir.IsEmpty() ? *Lib : FPaths::Combine(*Dir, *Lib);
Handle = FPlatformProcess::GetDllHandle(*Path);
if (Handle == nullptr) {
return false;
}
return true;
}
void FDiscordRpcModule::FreeDependency(void*& Handle)
{
if (Handle != nullptr) {
FPlatformProcess::FreeDllHandle(Handle);
Handle = nullptr;
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FDiscordRpcModule, DiscordRpc)

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#include "DiscordRpcPrivatePCH.h"
#include "DiscordRpcBlueprint.h"
#include "discord_rpc.h"
DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr;
static void ReadyHandler(const DiscordUser* connectedUser)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->IsConnected = true;
self->OnConnected.Broadcast(ud);
}
}
static void DisconnectHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord disconnected (%d): %s"), errorCode, *msg);
if (self) {
self->IsConnected = false;
self->OnDisconnected.Broadcast(errorCode, msg);
}
}
static void ErroredHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord error (%d): %s"), errorCode, *msg);
if (self) {
self->OnErrored.Broadcast(errorCode, msg);
}
}
static void JoinGameHandler(const char* joinSecret)
{
auto secret = FString(joinSecret);
UE_LOG(Discord, Log, TEXT("Discord join %s"), *secret);
if (self) {
self->OnJoin.Broadcast(secret);
}
}
static void SpectateGameHandler(const char* spectateSecret)
{
auto secret = FString(spectateSecret);
UE_LOG(Discord, Log, TEXT("Discord spectate %s"), *secret);
if (self) {
self->OnSpectate.Broadcast(secret);
}
}
static void JoinRequestHandler(const DiscordUser* request)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(request->userId);
ud.username = ANSI_TO_TCHAR(request->username);
ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
ud.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord join request from %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->OnJoinRequest.Broadcast(ud);
}
}
void UDiscordRpc::Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId)
{
self = this;
IsConnected = false;
DiscordEventHandlers handlers{};
handlers.ready = ReadyHandler;
handlers.disconnected = DisconnectHandler;
handlers.errored = ErroredHandler;
if (OnJoin.IsBound()) {
handlers.joinGame = JoinGameHandler;
}
if (OnSpectate.IsBound()) {
handlers.spectateGame = SpectateGameHandler;
}
if (OnJoinRequest.IsBound()) {
handlers.joinRequest = JoinRequestHandler;
}
auto appId = StringCast<ANSICHAR>(*applicationId);
auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
Discord_Initialize(
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
}
void UDiscordRpc::Shutdown()
{
Discord_Shutdown();
self = nullptr;
}
void UDiscordRpc::RunCallbacks()
{
Discord_RunCallbacks();
}
void UDiscordRpc::UpdatePresence()
{
DiscordRichPresence rp{};
auto state = StringCast<ANSICHAR>(*RichPresence.state);
rp.state = state.Get();
auto details = StringCast<ANSICHAR>(*RichPresence.details);
rp.details = details.Get();
auto largeImageKey = StringCast<ANSICHAR>(*RichPresence.largeImageKey);
rp.largeImageKey = largeImageKey.Get();
auto largeImageText = StringCast<ANSICHAR>(*RichPresence.largeImageText);
rp.largeImageText = largeImageText.Get();
auto smallImageKey = StringCast<ANSICHAR>(*RichPresence.smallImageKey);
rp.smallImageKey = smallImageKey.Get();
auto smallImageText = StringCast<ANSICHAR>(*RichPresence.smallImageText);
rp.smallImageText = smallImageText.Get();
auto partyId = StringCast<ANSICHAR>(*RichPresence.partyId);
rp.partyId = partyId.Get();
auto matchSecret = StringCast<ANSICHAR>(*RichPresence.matchSecret);
rp.matchSecret = matchSecret.Get();
auto joinSecret = StringCast<ANSICHAR>(*RichPresence.joinSecret);
rp.joinSecret = joinSecret.Get();
auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
rp.spectateSecret = spectateSecret.Get();
rp.startTimestamp = RichPresence.startTimestamp;
rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize;
rp.partyMax = RichPresence.partyMax;
rp.partyPrivacy = (int)RichPresence.partyPrivacy;
rp.instance = RichPresence.instance;
Discord_UpdatePresence(&rp);
}
void UDiscordRpc::ClearPresence()
{
Discord_ClearPresence();
}
void UDiscordRpc::Respond(const FString& userId, int reply)
{
UE_LOG(Discord, Log, TEXT("Responding %d to join request from %s"), reply, *userId);
FTCHARToUTF8 utf8_userid(*userId);
Discord_Respond(utf8_userid.Get(), reply);
}

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#include "Core.h"
#include "DiscordRpc.h"

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
class FDiscordRpcModule : public IModuleInterface {
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
/** Handle to the test dll we will load */
void* DiscordRpcLibraryHandle;
/** StartupModule is covered with defines, these functions are the place to put breakpoints */
static bool LoadDependency(const FString& Dir, const FString& Name, void*& Handle);
static void FreeDependency(void*& Handle);
};

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#pragma once
#include "CoreMinimal.h"
#include "Engine.h"
#include "DiscordRpcBlueprint.generated.h"
// unreal's header tool hates clang-format
// clang-format off
/**
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
FString userId;
UPROPERTY(BlueprintReadOnly)
FString username;
UPROPERTY(BlueprintReadOnly)
FString discriminator;
UPROPERTY(BlueprintReadOnly)
FString avatar;
};
/**
* Valid response codes for Respond function
*/
UENUM(BlueprintType)
enum class EDiscordJoinResponseCodes : uint8
{
DISCORD_REPLY_NO UMETA(DisplayName="No"),
DISCORD_REPLY_YES UMETA(DisplayName="Yes"),
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
};
/**
* Valid party privacy values
*/
UENUM(BlueprintType)
enum class EDiscordPartyPrivacy: uint8
{
DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
};
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on
/**
* Rich presence data
*/
USTRUCT(BlueprintType)
struct FDiscordRichPresence {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString state;
UPROPERTY(BlueprintReadWrite)
FString details;
// todo, timestamps are 64bit, does that even matter?
UPROPERTY(BlueprintReadWrite)
int startTimestamp;
UPROPERTY(BlueprintReadWrite)
int endTimestamp;
UPROPERTY(BlueprintReadWrite)
FString largeImageKey;
UPROPERTY(BlueprintReadWrite)
FString largeImageText;
UPROPERTY(BlueprintReadWrite)
FString smallImageKey;
UPROPERTY(BlueprintReadWrite)
FString smallImageText;
UPROPERTY(BlueprintReadWrite)
FString partyId;
UPROPERTY(BlueprintReadWrite)
int partySize;
UPROPERTY(BlueprintReadWrite)
int partyMax;
UPROPERTY(BlueprintReadWrite)
EDiscordPartyPrivacy partyPrivacy;
UPROPERTY(BlueprintReadWrite)
FString matchSecret;
UPROPERTY(BlueprintReadWrite)
FString joinSecret;
UPROPERTY(BlueprintReadWrite)
FString spectateSecret;
UPROPERTY(BlueprintReadWrite)
bool instance;
};
/**
*
*/
UCLASS(BlueprintType, meta = (DisplayName = "Discord RPC"), Category = "Discord")
class DISCORDRPC_API UDiscordRpc : public UObject {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
Category = "Discord")
void Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId);
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
Category = "Discord")
void Shutdown();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"),
Category = "Discord")
void RunCallbacks();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Send presence", Keywords = "Discord rpc"),
Category = "Discord")
void UpdatePresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Clear presence", Keywords = "Discord rpc"),
Category = "Discord")
void ClearPresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Respond to join request", Keywords = "Discord rpc"),
Category = "Discord")
void Respond(const FString& userId, int reply);
UPROPERTY(BlueprintReadOnly,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
Category = "Discord")
bool IsConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On connection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordConnected OnConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordDisconnected OnDisconnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On error message", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordErrored OnErrored;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoin OnJoin;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordSpectate OnSpectate;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord another user sends a join request",
Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoinRequest OnJoinRequest;
UPROPERTY(BlueprintReadWrite,
meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordRichPresence RichPresence;
};

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// Fill out your copyright notice in the Description page of Project Settings.
using System.IO;
using UnrealBuildTool;
public class DiscordRpcLibrary : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpcLibrary(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpcLibrary(TargetInfo Target)
#endif
{
Type = ModuleType.External;
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "ThirdParty", "DiscordRpcLibrary"));
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string lib = Path.Combine(BaseDirectory, "Win64");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "discord-rpc.lib"));
// Dynamic
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "discord-rpc.dll")));
PublicDelayLoadDLLs.Add("discord-rpc.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
string lib = Path.Combine(BaseDirectory, "Linux", "x86_64-unknown-linux-gnu");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.so"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.so")));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string lib = Path.Combine(BaseDirectory, "Mac");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.dylib"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.dylib")));
}
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusTarget : TargetRules
{
public unrealstatusTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class unrealstatus : ModuleRules
{
public unrealstatus(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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// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatus.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, unrealstatus, "unrealstatus");

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatusGameModeBase.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "unrealstatusGameModeBase.generated.h"
/**
*
*/
UCLASS()
class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase {
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusEditorTarget : TargetRules
{
public unrealstatusEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}

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{
"FileVersion": 3,
"EngineAssociation": "4.18",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "unrealstatus",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"TargetPlatforms": [
"LinuxNoEditor",
"MacNoEditor",
"WindowsNoEditor",
"AllDesktop"
]
}