Create unreal template app

This commit is contained in:
Chris Marsh 2017-08-03 15:58:34 -07:00
parent 0144c8200c
commit 10383339cc
12 changed files with 189 additions and 0 deletions

75
examples/unrealstatus/.gitignore vendored Normal file
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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/*

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[URL]
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=E5977A24492699DF20B8ADBF736AF6C6

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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": "4.16",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "unrealstatus",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}