Update Project settings
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class vampiresTarget : TargetRules
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{
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public vampiresTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
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ExtraModuleNames.AddRange( new string[] { "vampires" } );
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlayerCharacter.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "VampireCharacter.h"
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#include "PlayerCharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API APlayerCharacter : public AVampireCharacter
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{
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GENERATED_BODY()
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "VampireCharacter.h"
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// Sets default values
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AVampireCharacter::AVampireCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AVampireCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AVampireCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AVampireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "VampireCharacter.generated.h"
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UCLASS()
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class VAMPIRES_API AVampireCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AVampireCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "VampirePlayerController.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "VampirePlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AVampirePlayerController : public APlayerController
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{
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GENERATED_BODY()
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class vampiresEditorTarget : TargetRules
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{
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public vampiresEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
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ExtraModuleNames.AddRange( new string[] { "vampires" } );
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}
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}
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"EngineAssociation": "5.4",
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"EngineAssociation": "5.4",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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{
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"Name": "vampires",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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"Plugins": [
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{
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{
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"Name": "ModelingToolsEditorMode",
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"Name": "ModelingToolsEditorMode",
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