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Classify "Editor Only"(using K2Node*) Classes.
These are put in Editor Module.
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2 changes: 1 addition & 1 deletion
2
...ectName/Private/UnrealMosquittoRouter.cpp → ...oEditor/Private/UnrealMosquittoRouter.cpp
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2 changes: 1 addition & 1 deletion
2
...Private/UnrealMosquittoRoutingLibrary.cpp → ...Private/UnrealMosquittoRoutingLibrary.cpp
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20 changes: 20 additions & 0 deletions
20
Source/UnrealMosquittoEditor/UnrealMosquittoEditor.Build.cs
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using UnrealBuildTool; | ||
using System.IO; | ||
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public class UnrealMosquittoEditor : ModuleRules | ||
{ | ||
public UnrealMosquittoEditor(ReadOnlyTargetRules Target) : base(Target) | ||
{ | ||
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/** existing constructor code */ | ||
PublicDependencyModuleNames.AddRange(new string[] { | ||
"Core", | ||
"CoreUObject", | ||
"Engine", | ||
"ProjectName", | ||
"BlueprintGraph" | ||
}); | ||
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PrivateDependencyModuleNames.AddRange(new string[] { }); | ||
} | ||
} |
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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#include "UnrealMosquittoEditor.h" | ||
#include "Modules/ModuleManager.h" | ||
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IMPLEMENT_GAME_MODULE( FDefaultGameModuleImpl, UnrealMosquittoEditor); |
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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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Can you tell me what this is for?
Thx