Initial project build steps
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14
.gitignore
vendored
14
.gitignore
vendored
@ -2,6 +2,7 @@ Binaries
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DerivedDataCache
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DerivedDataCache
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Intermediate
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Intermediate
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Saved
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Saved
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Build
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.vscode
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.vscode
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.vs
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.vs
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*.VC.db
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*.VC.db
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@ -12,3 +13,16 @@ Saved
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*.suo
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*.suo
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*.xcodeproj
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*.xcodeproj
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*.xcworkspace
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*.xcworkspace
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# IntelliJ
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.idea/
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*.DS_Store*
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*.DotSettings.user
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# Rust crate
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Source/land_of_barl/.idea/
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Source/land_of_barl/Cargo.lock
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Source/land_of_barl/gen/
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Source/land_of_barl/target/
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@ -1,12 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using UnrealBuildTool;
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using System.Collections.Generic;
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using System.Collections.Generic;
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public class LandOfBarlTarget : TargetRules
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public class LandOfBarlTarget : TargetRules {
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{
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public LandOfBarlTarget(TargetInfo Target) : base(Target) {
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public LandOfBarlTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
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0
Source/LandOfBarl/Bridge.cpp
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0
Source/LandOfBarl/Bridge.cpp
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2
Source/LandOfBarl/Bridge.h
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2
Source/LandOfBarl/Bridge.h
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@ -0,0 +1,2 @@
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#pragma once
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@ -1,23 +1,36 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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using UnrealBuildTool;
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public class LandOfBarl : ModuleRules
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public class LandOfBarl : ModuleRules {
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{
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private void AddRustLibrary(ReadOnlyTargetRules Target) {
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public LandOfBarl(ReadOnlyTargetRules Target) : base(Target)
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var CrateDir = Path.Combine(ModuleDirectory, "..", "land_of_barl");
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{
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var TargetName = "release";
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var LibraryPath = "";
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if (Target.Platform == UnrealTargetPlatform.Win64) {
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LibraryPath = Path.Combine(CrateDir, "target", TargetName, "land_of_barl.lib");
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PublicSystemLibraries.Add("Bcrypt.Lib");
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PublicSystemLibraries.Add("Ntdll.Lib");
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PublicSystemLibraries.Add("Userenv.Lib");
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PublicSystemLibraries.Add("WSock32.Lib");
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PublicSystemLibraries.Add("WS2_32.Lib");
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} else if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux) {
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LibraryPath = Path.Combine(CrateDir, "target", TargetName, "libland_of_barl.a");
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}
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ExternalDependencies.Add(LibraryPath);
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PublicAdditionalLibraries.Add(LibraryPath);
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}
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public LandOfBarl(ReadOnlyTargetRules Target) : base(Target) {
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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AddRustLibrary(Target);
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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}
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}
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@ -1,5 +1,3 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandOfBarl.h"
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#include "LandOfBarl.h"
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#include "Modules/ModuleManager.h"
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#include "Modules/ModuleManager.h"
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@ -1,5 +1,3 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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@ -1,12 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using UnrealBuildTool;
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using System.Collections.Generic;
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using System.Collections.Generic;
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public class LandOfBarlEditorTarget : TargetRules
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public class LandOfBarlEditorTarget : TargetRules {
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{
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public LandOfBarlEditorTarget( TargetInfo Target) : base(Target) {
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public LandOfBarlEditorTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
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