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Create unreal template app
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examples/unrealstatus/.gitignore
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examples/unrealstatus/.gitignore
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# Visual Studio 2015 user specific files
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.vs/
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# Visual Studio 2015 database file
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*.VC.db
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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SourceArt/**/*.png
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SourceArt/**/*.tga
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# Binary Files
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Binaries/*
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# Builds
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Build/*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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!Build/**/*.ico
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# Built data for maps
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*_BuiltData.uasset
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*
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0
examples/unrealstatus/Config/DefaultEditor.ini
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0
examples/unrealstatus/Config/DefaultEditor.ini
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9
examples/unrealstatus/Config/DefaultEngine.ini
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examples/unrealstatus/Config/DefaultEngine.ini
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[URL]
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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examples/unrealstatus/Config/DefaultGame.ini
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examples/unrealstatus/Config/DefaultGame.ini
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=E5977A24492699DF20B8ADBF736AF6C6
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examples/unrealstatus/Source/unrealstatus.Target.cs
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examples/unrealstatus/Source/unrealstatus.Target.cs
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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 unrealstatusTarget : TargetRules
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{
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public unrealstatusTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
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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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using UnrealBuildTool;
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public class unrealstatus : ModuleRules
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{
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public unrealstatus(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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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
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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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// Fill out your copyright notice in the Description page of Project Settings.
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#include "unrealstatus.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, unrealstatus, "unrealstatus" );
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examples/unrealstatus/Source/unrealstatus/unrealstatus.h
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examples/unrealstatus/Source/unrealstatus/unrealstatus.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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// Fill out your copyright notice in the Description page of Project Settings.
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#include "unrealstatusGameModeBase.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/GameModeBase.h"
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#include "unrealstatusGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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examples/unrealstatus/Source/unrealstatusEditor.Target.cs
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examples/unrealstatus/Source/unrealstatusEditor.Target.cs
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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 unrealstatusEditorTarget : TargetRules
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{
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public unrealstatusEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
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}
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}
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examples/unrealstatus/unrealstatus.uproject
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examples/unrealstatus/unrealstatus.uproject
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{
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"FileVersion": 3,
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"EngineAssociation": "4.16",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "unrealstatus",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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]
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}
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