Update Project settings

This commit is contained in:
baz 2024-06-12 00:34:11 +01:00
parent d0d1b9f57f
commit 90a0a4c515
12 changed files with 156 additions and 0 deletions

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Content/Gamemode/BP_DefaultGamemode.uasset (Stored with Git LFS) Normal file

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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS) Normal file

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Content/Player/BP_PlayerController.uasset (Stored with Git LFS) Normal file

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Source/vampires.Target.cs Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class vampiresTarget : TargetRules
{
public vampiresTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
ExtraModuleNames.AddRange( new string[] { "vampires" } );
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayerCharacter.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "VampireCharacter.h"
#include "PlayerCharacter.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API APlayerCharacter : public AVampireCharacter
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "VampireCharacter.h"
// Sets default values
AVampireCharacter::AVampireCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AVampireCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AVampireCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AVampireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "VampireCharacter.generated.h"
UCLASS()
class VAMPIRES_API AVampireCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AVampireCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "VampirePlayerController.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "VampirePlayerController.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AVampirePlayerController : public APlayerController
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class vampiresEditorTarget : TargetRules
{
public vampiresEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
ExtraModuleNames.AddRange( new string[] { "vampires" } );
}
}

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"EngineAssociation": "5.4",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "vampires",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",