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2025-11-30 11:24:13 +01:00
commit cef5f1cd04
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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class SCLTestingTarget : TargetRules
{
public SCLTestingTarget(TargetInfo Target) : base(Target)
{
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
// For debugging with push disabled
//bWithPushModel = false;
//bUseLoggingInShipping = true;
Type = TargetType.Game;
ExtraModuleNames.AddRange(new string[] { "SCLTesting" });
//bUsePCHFiles = false;
//bUseUnityBuild = false;
/*
* This is our Steam App ID.
* # Define in both server and client targets
*/
ProjectDefinitions.Add("UE_PROJECT_STEAMSHIPPINGID=480");
/*
* This is used on SetProduct(), and should be the same as your Product Name
* under Dedicated Game Server Information in Steamworks
* # Define in the Server target
*/
//ProjectDefinitions.Add("UE_PROJECT_STEAMPRODUCTNAME=\"MyGame\"");
/*
* This is used on SetModDir(), and should be the same as your Product Name
* under Dedicated Game Server Information in Steamworks
* # Define in the client target
*/
//ProjectDefinitions.Add("UE_PROJECT_STEAMGAMEDIR=\"MyGame\"");
/*
* This is what shows up under the game filter in Steam server browsers.
* # Define in both server and client targets
*/
//ProjectDefinitions.Add("UE_PROJECT_STEAMGAMEDESC=\"My Game\"");
}
//
// TargetRules interface.
//
/*public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string[] { "SCLTesting" } );
}*/
}

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// Fill out your copyright notice in the Description page of Project Settings.
//#include "SCLTesting.h"
#include "EmptyClassForProject.h"
EmptyClassForProject::EmptyClassForProject()
{
}
EmptyClassForProject::~EmptyClassForProject()
{
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "VRCharacter.h"
#include "GripMotionControllerComponent.h"
#include "VRBPDatatypes.h"
#include "VRGripInterface.h"
#include "VRPlayerController.h"
#include "VRExpansionFunctionLibrary.h"
#include "Grippables/GrippableBoxComponent.h"
#include "VRStereoWidgetComponent.h"
#include "VRCharacterMovementComponent.h"
#include "Misc/VRLogComponent.h"
#include "VRAIController.h"
#include "VRPathFollowingComponent.h"
#include "VRRootComponent.h"
/**
*
*/
class SCLTESTING_API EmptyClassForProject
{
public:
EmptyClassForProject();
~EmptyClassForProject();
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class SCLTesting : ModuleRules
{
public SCLTesting(ReadOnlyTargetRules Target) : base(Target)
{
//SetupIrisSupport(Target);
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// PrivatePCHHeaderFile = "Private/WindowsMixedRealityPrecompiled.h";
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AdvancedSessions", "VRExpansionPlugin" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// 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.
#include "SCLTesting.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, SCLTesting, "SCLTesting" );

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Engine.h"

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class SCLTestingEditorTarget : TargetRules
{
public SCLTestingEditorTarget(TargetInfo Target) : base(Target)
{
DefaultBuildSettings = BuildSettingsVersion.Latest; // V5
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
Type = TargetType.Editor;
ExtraModuleNames.AddRange(new string[] { "SCLTesting" });
//bUseUnityBuild = false;
//bUsePCHFiles = false;
}
//
// TargetRules interface.
//
/* public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string[] { "SCLTesting" } );
}*/
}