Default map and format from clang-format

This commit is contained in:
Stefan Stefanov 2023-11-11 15:54:42 +02:00
parent 6d90e7338a
commit dc36454609
8 changed files with 15 additions and 19 deletions

View file

@ -163,7 +163,7 @@ CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
bAuthorizeAutomaticWidgetVariableCreation=False
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
EditorStartupMap=/Game/Levels/Main.Main
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=False
@ -172,7 +172,7 @@ ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
GameDefaultMap=/Game/Levels/Main.Main
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Script/Engine.GameModeBase
GlobalDefaultServerGameMode=None

View file

@ -1,7 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class minicookTarget : TargetRules
{
@ -10,6 +9,6 @@ public class minicookTarget : TargetRules
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "minicook" } );
ExtraModuleNames.AddRange(new[] {"minicook"});
}
}
}

View file

@ -7,17 +7,17 @@ public class minicook : ModuleRules
public minicook(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
PublicDependencyModuleNames.AddRange(new[] {"Core", "CoreUObject", "Engine", "InputCore"});
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
}
}
}

View file

@ -3,4 +3,4 @@
#include "minicook.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, minicook, "minicook" );
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, minicook, "minicook");

View file

@ -3,4 +3,3 @@
#pragma once
#include "CoreMinimal.h"

View file

@ -1,5 +1,4 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "minicookGameModeBase.h"
#include "minicookGameModeBase.h"

View file

@ -13,5 +13,5 @@ UCLASS()
class MINICOOK_API AminicookGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};
};

View file

@ -1,7 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class minicookEditorTarget : TargetRules
{
@ -10,6 +9,6 @@ public class minicookEditorTarget : TargetRules
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "minicook" } );
ExtraModuleNames.AddRange(new[] {"minicook"});
}
}
}