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*.tif filter=lfs diff=lfs merge=lfs -text | ||
*.cubemap filter=lfs diff=lfs merge=lfs -text | ||
*.tga filter=lfs diff=lfs merge=lfs -text | ||
*.png filter=lfs diff=lfs merge=lfs -text | ||
*.raw filter=lfs diff=lfs merge=lfs -text | ||
*.wav filter=lfs diff=lfs merge=lfs -text | ||
*.psd filter=lfs diff=lfs merge=lfs -text | ||
*.mov filter=lfs diff=lfs merge=lfs -text | ||
*.mb filter=lfs diff=lfs merge=lfs -text | ||
*.duf filter=lfs diff=lfs merge=lfs -text | ||
*.jpg filter=lfs diff=lfs merge=lfs -text | ||
*.hdr filter=lfs diff=lfs merge=lfs -text | ||
*.bin.fbx filter=lfs diff=lfs merge=lfs -text | ||
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*.uasset filter=lfs diff=lfs merge=lfs -text | ||
*.umap filter=lfs diff=lfs merge=lfs -text | ||
*.upk filter=lfs diff=lfs merge=lfs -text | ||
*.udk filter=lfs diff=lfs merge=lfs -text | ||
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# Make sure Windows batch files preserve CR/LF line endings, otherwise they may not be able to execute. Windows | ||
# batch files require a CR/LF for labels to work properly, otherwise they may fail when labels straddle 512-byte | ||
# block boundaries. This is important when files are downloaded through a zip archive that was authored on a | ||
# Linux machine (the default behavior on GitHub) | ||
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*.bat eol=crlf | ||
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#ue4 generated binaries and crap | ||
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/Build | ||
/Binaries | ||
/DerivedDataCache | ||
/Intermediate | ||
/Saved | ||
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enc_temp_folder/ | ||
*.db | ||
*.opendb | ||
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# Ignore project files in the root | ||
/*.sln | ||
/*.xcodeproj | ||
/*/*.sln | ||
/*/*.xcodeproj | ||
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# Ignore local user Visual Studio files in any folder | ||
*.suo | ||
*.opensdf | ||
*.sdf | ||
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# Standard binary files | ||
*.lib | ||
*.idb | ||
*.a | ||
*.dll | ||
*.exe | ||
*.png | ||
*.bz2 | ||
*.psd | ||
*.gif | ||
*.zip | ||
*.tga | ||
*.dylib | ||
*.gz | ||
*.so | ||
*.jar | ||
*.mp4 | ||
*.pak | ||
*.bmp | ||
*.obj | ||
*.pdb | ||
**/*.framework/** |
Empty file.
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[URL] | ||
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[/Script/HardwareTargeting.HardwareTargetingSettings] | ||
TargetedHardwareClass=Desktop | ||
AppliedTargetedHardwareClass=Desktop | ||
DefaultGraphicsPerformance=Maximum | ||
AppliedDefaultGraphicsPerformance=Maximum | ||
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[/Script/EngineSettings.GeneralProjectSettings] | ||
ProjectID=74F3BE204DEAF9802BD6C8BB52249C58 |
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{ | ||
"FileVersion": 3, | ||
"EngineAssociation": "4.15", | ||
"Category": "", | ||
"Description": "", | ||
"Modules": [ | ||
{ | ||
"Name": "FF", | ||
"Type": "Runtime", | ||
"LoadingPhase": "Default" | ||
} | ||
] | ||
} |
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### nothing to see here | ||
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Make sure to install [git LFS](https://git-lfs.github.com/) before working with assets. | ||
The tracking file (.gitattributes) is already setup | ||
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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using UnrealBuildTool; | ||
using System.Collections.Generic; | ||
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public class FFTarget : TargetRules | ||
{ | ||
public FFTarget(TargetInfo Target) | ||
{ | ||
Type = TargetType.Game; | ||
} | ||
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// | ||
// TargetRules interface. | ||
// | ||
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public override void SetupBinaries( | ||
TargetInfo Target, | ||
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations, | ||
ref List<string> OutExtraModuleNames | ||
) | ||
{ | ||
OutExtraModuleNames.AddRange( new string[] { "FF" } ); | ||
} | ||
} |
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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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public class FF : ModuleRules | ||
{ | ||
public FF(TargetInfo Target) | ||
{ | ||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); | ||
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PrivateDependencyModuleNames.AddRange(new string[] { }); | ||
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// Uncomment if you are using Slate UI | ||
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); | ||
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// Uncomment if you are using online features | ||
// 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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// Fill out your copyright notice in the Description page of Project Settings. | ||
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#include "FF.h" | ||
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, FF, "FF" ); |
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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 "Engine.h" | ||
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// Fill out your copyright notice in the Description page of Project Settings. | ||
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#include "FF.h" | ||
#include "FFGameModeBase.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 "GameFramework/GameModeBase.h" | ||
#include "FFGameModeBase.generated.h" | ||
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/** | ||
* | ||
*/ | ||
UCLASS() | ||
class FF_API AFFGameModeBase : public AGameModeBase | ||
{ | ||
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; | ||
using System.Collections.Generic; | ||
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public class FFEditorTarget : TargetRules | ||
{ | ||
public FFEditorTarget(TargetInfo Target) | ||
{ | ||
Type = TargetType.Editor; | ||
} | ||
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// | ||
// TargetRules interface. | ||
// | ||
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public override void SetupBinaries( | ||
TargetInfo Target, | ||
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations, | ||
ref List<string> OutExtraModuleNames | ||
) | ||
{ | ||
OutExtraModuleNames.AddRange( new string[] { "FF" } ); | ||
} | ||
} |