Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly.
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@ -17,6 +17,11 @@
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"Type": "Runtime",
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"LoadingPhase": "PreDefault"
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},
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{
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"Name": "ComboInputNodes",
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"Type": "UncookedOnly",
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"LoadingPhase": "Default"
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},
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{
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"Name": "ComboInputEditor",
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"Type": "Editor",
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@ -48,9 +48,7 @@ public class ComboInput : ModuleRules
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"SlateCore",
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"DeveloperSettings",
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"BlueprintGraph",
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"GraphEditor",
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"KismetCompiler",
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"Projects",
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}
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);
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66
Source/ComboInputNodes/ComboInputNodes.Build.cs
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66
Source/ComboInputNodes/ComboInputNodes.Build.cs
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@ -0,0 +1,66 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class ComboInputNodes : ModuleRules
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{
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public ComboInputNodes(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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PublicIncludePaths.AddRange
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(
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new string[]
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{
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange
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(
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new string[]
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{
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"ComboInputNodes/Private"
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}
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);
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PublicDependencyModuleNames.AddRange
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(
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new string[]
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{
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"ComboInput",
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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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"Core",
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"DeveloperSettings",
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"UnrealEd",
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"BlueprintGraph",
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"GraphEditor",
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"KismetCompiler",
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}
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);
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DynamicallyLoadedModuleNames.AddRange
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(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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24
Source/ComboInputNodes/Private/ComboInputNodes.cpp
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24
Source/ComboInputNodes/Private/ComboInputNodes.cpp
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@ -0,0 +1,24 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#include "ComboInputNodes.h"
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#include "GameplayTagsManager.h"
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#include "Interfaces/IPluginManager.h"
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#define LOCTEXT_NAMESPACE "FComboInputNodesModule"
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void FComboInputNodesModule::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 FComboInputNodesModule::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(FComboInputNodesModule, ComboInputNodes)
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@ -1,6 +1,6 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#include "Events/K2Node_ComboAction.h"
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#include "K2Node_ComboAction.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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@ -1,6 +1,6 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#include "Events/K2Node_ComboActionEvent.h"
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#include "K2Node_ComboActionEvent.h"
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#include "ComboInputTriggers.h"
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#include "Events/ComboActionDelegateBinding.h"
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@ -3,7 +3,10 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "ComboInputTriggers.h"
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#include "K2Node_Event.h"
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#include "K2Node_ComboActionEvent.generated.h"
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@ -12,7 +15,7 @@
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* when the ComboManagerComponent activates the associated action.
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*/
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UCLASS()
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class COMBOINPUT_API UK2Node_ComboActionEvent : public UK2Node_Event
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class COMBOINPUTNODES_API UK2Node_ComboActionEvent : public UK2Node_Event
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{
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GENERATED_BODY()
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37
Source/ComboInputNodes/Public/ComboInputNodes.h
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37
Source/ComboInputNodes/Public/ComboInputNodes.h
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@ -0,0 +1,37 @@
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// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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class FComboInputNodesModule : 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 FComboInputNodesModule &Get()
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{
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return FModuleManager::LoadModuleChecked<FComboInputNodesModule>("ComboInputNodes");
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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("ComboInputNodes");
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}
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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@ -19,7 +19,7 @@ class FKismetCompilerContext;
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UCLASS()
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class COMBOINPUT_API UK2Node_ComboAction : public UK2Node, public IK2Node_EventNodeInterface
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class COMBOINPUTNODES_API UK2Node_ComboAction : public UK2Node, public IK2Node_EventNodeInterface
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{
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GENERATED_BODY()
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