From 772b2cb1463f251259f1c653ee157d6357baaae9 Mon Sep 17 00:00:00 2001 From: Louis Hobbs Date: Tue, 13 Dec 2022 04:14:07 +0000 Subject: [PATCH] Add Project Files --- Config/DefaultEngine.ini | 62 +++++++++++++++++++++++++- Content/Player/DefaultGamemode.uasset | 3 ++ Nakatomi.png | Bin 0 -> 2794 bytes Nakatomi.uproject | 5 ++- Source/Nakatomi/Nakatomi.Build.cs | 2 +- 5 files changed, 69 insertions(+), 3 deletions(-) create mode 100644 Content/Player/DefaultGamemode.uasset create mode 100644 Nakatomi.png diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index b290dea..d9f9fa0 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -1,7 +1,9 @@ [/Script/EngineSettings.GameMapsSettings] -GameDefaultMap=/Engine/Maps/Templates/OpenWorld +GameDefaultMap=/Game/Levels/TestLevel.TestLevel +GlobalDefaultGameMode=/Game/Player/DefaultGamemode.DefaultGamemode_C +EditorStartupMap=/Game/Levels/TestLevel.TestLevel [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 @@ -201,3 +203,61 @@ ConnectionType=USBOnly bUseManualIPAddress=False ManualIPAddress= +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Weapon") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Content/Player/DefaultGamemode.uasset b/Content/Player/DefaultGamemode.uasset new file mode 100644 index 0000000..603b28a --- /dev/null +++ b/Content/Player/DefaultGamemode.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:39be4b5146602dd27098c9a4de8d1381b808a0af82945cf0b7dcd064cf83b02c +size 19680 diff --git a/Nakatomi.png b/Nakatomi.png new file mode 100644 index 0000000000000000000000000000000000000000..c8805bf765d57d9a2d1f865c434b18abf9373538 GIT binary patch literal 2794 zcmVPx#1ZP1_K>z@;j|==^1poj522e~?MgRZ*00010!qa{L000SaNLh0L01m?d01m?e z$8V@)000VYNklI4@g?*4Jyc@ z&+>6BJ>C#VN>=Q62Lm;}yp=)9zpV7U7tBCbD&E4t6wo+@8R>EQES?2os=R}NI0Kf) zYpN-*{ul#cde}zG@>Wg7RCrp04+c(LKRvF2DPTrg_J3Rh(h!B0qoo9%)Sk5q zX$=t7lwtY&hA3Jt7O!}ZYrwlmh;=r4_<%)_nMj_`WQ$XCvR90U8KnLF=UtiXJz3rG zD1ENdn>Nof_$UrWcQbg>M!Z~r%3yJP&dt?2slk&?4N)Z$Rj_&dDK}`J3=Q%VKNd+| zMvIBUP7i6YtfN81O$|Kdg(#zG{$Q}u?Fj~?7F*pjy9tTqeU43|jmYHrk}0 zpOnR^%Lo(Q&Vy@7uuKUyUn42sJ?B>6!g<@SaK1Dq~d z|TN`5oKN zuanmmZa?T4qhxV za3;@tx_Lrga_a@vayHz-X4`v^uBJy3=iEY5SSI-G*4iOqRqVon4XA)`WvxP%0)96# zTh)uV+I%LO2auNu3{h*$7U)PKW3Y-3r;*tDU9I~?YA?v$M10k8p-4L2uoM6_!`CGp zZdK{@QpD)x0ZFt;;s_6xvWCKe?~G<9uIxrj@b%cm11XbZa=D6q*PsZ)YKv|pG)XmW zy8e7;kd|M9?^3on)W#64?1MS`&?S(YcZbP>GMM#(EGM45J~0CAVJMeHn5S-U`4 zYjl1`^?ubFJcqS`a!EYCdS{?0Z(EGQ2g% zQ$x;vg6e`vvqnxScW4F6Z0;|382yzg1@L$5A0URO&^tkFdl$&cMnbVF?(9OiAHpJx0hOQb&;xFC|*wCbU0EBW&XVBGY>zu}W!y<)X zUW07QkdUSspe>A|b@c$AE343g*G5s@;LpdXjj1`s5Aa~JRTWtFKBfkkuGymhXzElk zQD9K^ae1MEmPSqppUr=PFN<-*2PwsXTrM*X4K^~cNMu8UX$V^tF05`0Xj*~q^v8_W zsz~eO*8OvJJvxS z)puKq4SvqlOFGVB7CV#UKxn0ymoa49Ok=2YYB4X}O zQI(58aYwVIq2+fj={S%Rg5se;17)Zk*7GULz1CE&W+B%tinc#f`9(5^?#x zU|N5X({8r+77FNzpCVBE4*66A1R-2phl7|7Q*0|>wF#zW?Y-=GI9TWs5~Z_LReIn<0v-&!whdTSoyTk#p4B#Cn7{CD;p)5ALA!;@pah7q4ya&6!(mu~I@}KReX6jUi zqr{~!;F7?}0KPTih82x|F)NNGkxu|t_p_j4_eJKw$Q#zg%}%b+tR2pahwqrw&??{R z{ITdXcd#MP;e^NxHM~uJ6{N z=q$EMVyPj>Bd~iO6b2U1>}`|W3b3uS?*sRs+e#q1L1wZ?AW$k5JTkN$H2Xo z?Z-K<80gCdJoq8)PPxX`AU(v3-BLX>IX3$C4!g|>6y`S%;J~$VKxsX9e4iY&qMIbq^C~ry8ebE@ z^URiyU5S$c^QRoV!Ww4vy;uGNx(1h0bc{?g9OY|UMb-=0aaGn$zIl^xmF*U~V?$zpd)!!OxLpFdN5>bEPf{y?b&9VR zIxF36H!HhZU|!1c2tGYm!wqtwZ(%i6@c#_g&$}G<1ZSvi-2qn@+)}}(-NpbuG?8rq zzvRs@#j!rP^(x;A8cMnN?aCn6%O~fR0P|{d00*g1Fxuy3i?E-3pVCel*$iheiz)+- zf^@8oI2X6a7L4UGOL^A`TU^{cnr(U6gii*-#}ZoKX_8x5AVg?4U{Gwr$|bgv0dCOY zVh5JH3jM9f_+&|Qv&Abh4~pZ`X*l)ljR9^J8lG*p+$G#^44C0V(%AkaZ{h|)rhje3e1x|`XCi0rpV%&qM+x&?ANlGq7cKN{WjBZ~T z(J0=7{&-TV3`QkisYyO|Msrgfxx@IS0^LR3%KqCPfRoue-?GlTP-)@}MDFuueAdL} wKtZtgtylujSJSrb+N}|H2E3)me$E2<5A>vsznulV=>Px#07*qoM6N<$f_)B3wg3PC literal 0 HcmV?d00001 diff --git a/Nakatomi.uproject b/Nakatomi.uproject index c5344ea..30e995b 100644 --- a/Nakatomi.uproject +++ b/Nakatomi.uproject @@ -7,7 +7,10 @@ { "Name": "Nakatomi", "Type": "Runtime", - "LoadingPhase": "Default" + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine" + ] } ], "Plugins": [ diff --git a/Source/Nakatomi/Nakatomi.Build.cs b/Source/Nakatomi/Nakatomi.Build.cs index 4d35e2a..d432f16 100644 --- a/Source/Nakatomi/Nakatomi.Build.cs +++ b/Source/Nakatomi/Nakatomi.Build.cs @@ -8,7 +8,7 @@ public class Nakatomi : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" }); PrivateDependencyModuleNames.AddRange(new string[] { });