Created a plugin for placing bug report markers directly into the game.
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/**
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* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
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**/
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#include "CoreMinimal.h"
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#include "Engine.h"
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#include "Modules/ModuleManager.h"
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#include "IUnrealzilla_Implementation.h"
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DEFINE_LOG_CATEGORY(UnrealzillaLog);
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#define LOCTEXT_NAMESPACE "Unrealzilla"
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class FUnrealzilla : public IUnrealzilla_Implementation
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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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// End IModuleInterface implementation
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};
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void FUnrealzilla::StartupModule()
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{
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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// UE_LOG(UnrealzillaLog, Warning, TEXT("Unrealzilla: Log Started"));
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}
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void FUnrealzilla::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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// UE_LOG(UnrealzillaLog, Warning, TEXT("Unrealzilla: Log Ended"));
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}
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IMPLEMENT_MODULE(FUnrealzilla, Unrealzilla)
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#undef LOCTEXT_NAMESPACE
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/**
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* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
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**/
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#include "CoreUObject.h"
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#include "Engine.h"
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#include "ModuleManager.h"
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// You should place include statements to your module's private header files here. You only need to
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// add includes for headers that are used in most of your module's source files though.
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#include "IUnrealzilla_Implementation.h"
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/**
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* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
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**/
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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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#include "Modules/ModuleManager.h"
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DECLARE_LOG_CATEGORY_EXTERN(UnrealzillaLog, Log, All);
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/**
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* The public interface to this module. In most cases, this interface is only public to sibling modules
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* within this plugin.
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*/
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class IUnrealzilla_Implementation : 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 inline IUnrealzilla_Implementation& Get()
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{
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return FModuleManager::LoadModuleChecked<IUnrealzilla_Implementation>("Unrealzilla");
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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 inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("Unrealzilla");
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}
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};
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/**
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* Copyright ©2019 Batty Bovine Productions, LLC. All Rights Reserved.
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**/
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using System.IO;
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namespace UnrealBuildTool.Rules
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{
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public class Unrealzilla : ModuleRules
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{
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public Unrealzilla(ReadOnlyTargetRules Target) : base(Target)
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{
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bLegacyPublicIncludePaths = true;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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ShadowVariableWarningLevel = WarningLevel.Warning;
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PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
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PrivateIncludePaths.AddRange(
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new string[]
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{
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"Unrealzilla/Private"
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}
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);
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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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"InputCore",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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}
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);
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}
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}
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}
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///
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