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// Copyright Studio Syndicat 2023. All Rights Reserved. | ||
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using UnrealBuildTool; | ||
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public class FileSDK : ModuleRules | ||
{ | ||
public FileSDK(ReadOnlyTargetRules Target) : base(Target) | ||
{ | ||
bUseUnity = false; | ||
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PrecompileForTargets = PrecompileTargetsType.Any; | ||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; | ||
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PublicIncludePaths.AddRange( | ||
new string[] { | ||
} | ||
); | ||
|
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|
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PrivateIncludePaths.AddRange( | ||
new string[] { | ||
} | ||
); | ||
|
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|
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PublicDependencyModuleNames.AddRange( | ||
new string[] | ||
{ | ||
"Core", | ||
} | ||
); | ||
|
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|
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PrivateDependencyModuleNames.AddRange( | ||
new string[] | ||
{ | ||
"CoreUObject", | ||
"Engine", | ||
"Slate", | ||
"SlateCore", | ||
} | ||
); | ||
|
||
|
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DynamicallyLoadedModuleNames.AddRange( | ||
new string[] | ||
{ | ||
} | ||
); | ||
} | ||
} |
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// Copyright Incanta Games 2020. All Rights Reserved. | ||
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#include "FileSDK.h" | ||
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#define LOCTEXT_NAMESPACE "FFileSDKModule" | ||
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DEFINE_LOG_CATEGORY(LogFileSDK); | ||
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void FFileSDKModule::StartupModule() { | ||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module | ||
} | ||
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void FFileSDKModule::ShutdownModule() { | ||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, | ||
// we call this function before unloading the module. | ||
} | ||
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#undef LOCTEXT_NAMESPACE | ||
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IMPLEMENT_MODULE(FFileSDKModule, FileSDK) |
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