Initial commit.
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using UnrealBuildTool;
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public class ComboInputEditor : ModuleRules
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{
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public ComboInputEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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bLegacyPublicIncludePaths = false;
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ShadowVariableWarningLevel = WarningLevel.Error;
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PrecompileForTargets = PrecompileTargetsType.None;
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bPrecompile = false;
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bUsePrecompiled = false;
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PublicDependencyModuleNames.AddRange
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(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"UnrealEd",
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"AssetTools"
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}
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);
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PrivateDependencyModuleNames.AddRange
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(
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new string[]
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{
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"ComboInput",
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"AssetTools",
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"Slate",
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"SlateCore",
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"GraphEditor",
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"PropertyEditor",
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"EditorStyle",
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"Kismet",
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"KismetWidgets",
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"ApplicationCore",
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"ToolMenus",
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"DeveloperSettings",
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"Projects",
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"BlueprintGraph",
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"InputCore",
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"MainFrame"
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// ... add private dependencies that you statically link with here ...
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}
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);
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}
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}
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@@ -0,0 +1,23 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#include "ComboInputEditor.h"
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#include "Interfaces/IPluginManager.h"
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#define LOCTEXT_NAMESPACE "FComboInputEditorModule"
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void FComboInputEditorModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FComboInputEditorModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FComboInputEditorModule, ComboInputEditorModule)
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@@ -0,0 +1,70 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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#include "EdGraphUtilities.h"
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#include "IAssetTools.h"
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// #include "Interfaces/IHttpRequest.h"
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// class FHttpModule;
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// class FSlateStyleSet;
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class FComboInputEditorModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static FComboInputEditorModule &Get()
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{
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return FModuleManager::LoadModuleChecked<FComboInputEditorModule>( "ComboInputEditor" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("ComboInputEditor");
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}
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/* Called when the module is loaded */
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virtual void StartupModule() override;
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/* Called when the module is unloaded */
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virtual void ShutdownModule() override;
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private:
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// void RegisterAssetTypeAction(IAssetTools& AssetTools, TSharedRef<IAssetTypeActions> Action);
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// void OnGetResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
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// UFUNCTION() void SendHTTPGet();
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// void PluginButtonClicked();
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// void RegisterMenus();
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private:
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// TSharedPtr<class FUICommandList> PluginCommands;
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// TSharedPtr<FSlateStyleSet> DialogueTreeSet;
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// TSharedPtr<class FMounteaDialogueGraphAssetAction> MounteaDialogueGraphAssetActions;
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// TSharedPtr<class FMounteaDialogueAdditionalDataAssetAction> MounteaDialogueAdditionalDataAssetActions;
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// TSharedPtr<class FMounteaDialogueDecoratorAssetAction> MounteaDialogueDecoratorAssetAction;
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// TSharedPtr<struct FGraphPanelNodeFactory> GraphPanelNodeFactory_MounteaDialogueGraph;
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// TArray< TSharedPtr<IAssetTypeActions> > CreatedAssetTypeActions;
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// EAssetTypeCategories::Type MounteaDialogueGraphAssetCategoryBit;
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// FHttpModule* Http;
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// TArray<FName> RegisteredCustomClassLayouts;
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// TArray<FName> RegisteredCustomPropertyTypeLayout;
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};
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