Created a plugin for placing bug report markers directly into the game.

This commit is contained in:
Jamie Greunbaum
2023-03-15 00:25:56 -04:00
commit efe97745b0
19 changed files with 170 additions and 0 deletions
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/**
* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
**/
#include "CoreMinimal.h"
#include "Engine.h"
#include "Modules/ModuleManager.h"
#include "IUnrealzilla_Implementation.h"
DEFINE_LOG_CATEGORY(UnrealzillaLog);
#define LOCTEXT_NAMESPACE "Unrealzilla"
class FUnrealzilla : public IUnrealzilla_Implementation
{
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// End IModuleInterface implementation
};
void FUnrealzilla::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
// UE_LOG(UnrealzillaLog, Warning, TEXT("Unrealzilla: Log Started"));
}
void FUnrealzilla::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
// UE_LOG(UnrealzillaLog, Warning, TEXT("Unrealzilla: Log Ended"));
}
IMPLEMENT_MODULE(FUnrealzilla, Unrealzilla)
#undef LOCTEXT_NAMESPACE
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/**
* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
**/
#include "CoreUObject.h"
#include "Engine.h"
#include "ModuleManager.h"
// You should place include statements to your module's private header files here. You only need to
// add includes for headers that are used in most of your module's source files though.
#include "IUnrealzilla_Implementation.h"
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/**
* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
**/
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
DECLARE_LOG_CATEGORY_EXTERN(UnrealzillaLog, Log, All);
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IUnrealzilla_Implementation : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IUnrealzilla_Implementation& Get()
{
return FModuleManager::LoadModuleChecked<IUnrealzilla_Implementation>("Unrealzilla");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("Unrealzilla");
}
};
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/**
* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
**/
using System.IO;
namespace UnrealBuildTool.Rules
{
public class Unrealzilla : ModuleRules
{
public Unrealzilla(ReadOnlyTargetRules Target) : base(Target)
{
bLegacyPublicIncludePaths = true;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
ShadowVariableWarningLevel = WarningLevel.Warning;
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
PrivateIncludePaths.AddRange(
new string[]
{
"Unrealzilla/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
}
);
}
}
}
///