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# http://EditorConfig.org | ||
# See Plugin for VS: https://github.com/editorconfig/editorconfig-visualstudio | ||
# Other editors: http://editorconfig.org/#download | ||
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# top-most EditorConfig file | ||
root = true | ||
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[*] | ||
# Unix-style newlines with a newline ending every file | ||
end_of_line = lf | ||
insert_final_newline = true | ||
trim_trailing_whitespace = true | ||
max_line_length = 140 | ||
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# Tab with 4 spaces. | ||
indent_style = tab | ||
indent_size = 4 | ||
tab_width = 4 | ||
charset = utf-8 | ||
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# MSBuild | ||
[*.{csproj,proj,projitems,shproj,fsproj,target,props}] | ||
indent_style = space | ||
indent_size = 2 | ||
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# Bash files | ||
[*.sh] | ||
indent_style = space | ||
indent_size = 4 |
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# Let git use LF in git and automatic line endings in the OS | ||
* text=auto | ||
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# if something breaks again, add -text to see line endings in diff | ||
*.dlg diff text | ||
*.ini text | ||
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# Declare files that will always have CRLF line endings on checkout. | ||
*.sln text eol=crlf | ||
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#sources | ||
*.c text | ||
*.cc text | ||
*.cxx text | ||
*.cpp text | ||
*.c++ text | ||
*.hpp text | ||
*.h text | ||
*.h++ text | ||
*.hh text | ||
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# Compiled Object files | ||
*.slo binary | ||
*.lo binary | ||
*.o binary | ||
*.obj binary | ||
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# Precompiled Headers | ||
*.gch binary | ||
*.pch binary | ||
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# Compiled Dynamic libraries | ||
*.so binary | ||
*.dylib binary | ||
*.dll binary | ||
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# Compiled Static libraries | ||
*.lai binary | ||
*.la binary | ||
*.a binary | ||
*.lib binary | ||
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# Executables | ||
*.exe binary | ||
*.out binary | ||
*.app binary |
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[core] | ||
symlinks = true | ||
autocrlf = input | ||
eol = lf | ||
[color "diff"] | ||
whitespace = red reverse | ||
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## Inspired from https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore | ||
# Visual Studio user specific files | ||
.vs/ | ||
enc_temp_folder/ | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
*.ipch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
*.ipa | ||
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# These project files can be generated by the engine | ||
*.xcodeproj | ||
*.sln | ||
*.suo | ||
*.user | ||
*.opensdf | ||
*.sdf | ||
*.VC.db | ||
*.opendb | ||
*.vcxproj* | ||
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# Precompiled Assets | ||
SourceArt/**/*.png | ||
SourceArt/**/*.tga | ||
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# Ignore builds, binary, configuration, cache and starter content directories | ||
Build/ | ||
Binaries/ | ||
Saved/ | ||
Intermediate/ | ||
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DerivedDataCache/ | ||
Content/StarterContent/ | ||
Content/ExampleContent/ | ||
Content/TempTree/ | ||
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# Don't ignore icon files in Build | ||
!Build/**/*.ico | ||
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# Other IDE's stuff and linux/mac | ||
.codelite/ | ||
.idea/ | ||
.vscode/ | ||
.kdev4/ | ||
cmake-*/ | ||
*.kdev4 | ||
*.workspace | ||
*.code-workspace | ||
*.pri | ||
*.pro | ||
*CodeCompletionFolders.txt | ||
*CodeLitePreProcessor.txt | ||
CMakeLists.txt | ||
Makefile | ||
core | ||
.gdb_history | ||
Config/QuickSave_1.txt | ||
Config/QuickSave_0.txt | ||
*.autosave |
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Icons from http://game-icons.net/lorc/originals/conversation.html | ||
- Dialogue_64x.png | ||
- Dialogue_16x.png | ||
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Icons from http://game-icons.net/lorc/originals/uncertainty.html | ||
- QuestionMark_16x.png | ||
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Icons from https://material.io/icons | ||
- Event_96x.png | ||
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Icons from https://thenounproject.com/ArtZ91/collection/strategy/ | ||
- Condition_96x.png | ||
- Dialogue_ShowPrimarySecondaryEdges_40x.png | ||
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License of Engine content at https://www.unrealengine.com/en-US/eula | ||
From the editor content folder in your UE installation at `Engine\Content\Editor\Slate\Icons\` | ||
Original Name | Copied Name | ||
------------------------------------------------|------------------------------------------------ | ||
icon_Cascade_RestartInLevel_40x.png | Dialogue_Reload_40x.png | ||
icon_Refresh_16x.png | Dialogue_Reload_16x.png | ||
icon_asset_open_16px.png | OpenAsset_16px.png | ||
icon_Animation_Find_Skeleton_16x.png | FindAsset_16x.png | ||
icon_file_saveall_16px.png | Copied with Dialogue_16x.png into SaveDialogue_16x.png | ||
icon_tab_ContentBrowser_16x.png | Copied with Dialogue_16x.png into BrowseDialogue_16x.png | ||
icon_FindInAnyBlueprint_40px.png | Dialogue_FindAll_40x.png | ||
icon_Blueprint_Find_40px.png | Dialogue_Find_40x.png | ||
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From `Engine\Content\Editor\Slate\Icons\BehaviourTree\` | ||
Original Name | Copied Name | ||
------------------------------------------------|------------------------------------------------ | ||
IndexCircle.png | Circle_20x.png |
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DlgVersion 5 | ||
DlgName "TestDialogue" | ||
DlgGuid { A -743047120 B 1156639802 C 1124860857 D 1676713096 } | ||
Node_Speech StartNode | ||
{ | ||
Text "" | ||
bIsVirtualParent False | ||
OwnerName "None" | ||
bCheckChildrenOnEvaluation False | ||
Children | ||
{ | ||
{ TargetIndex 0 Text "Next" } | ||
{ TargetIndex 1 Text "" } | ||
} | ||
} | ||
Node Nodes | ||
{ | ||
// 0 | ||
Node_Speech | ||
{ | ||
Text "I can talk!" | ||
bIsVirtualParent False | ||
OwnerName "TestOwner" | ||
bCheckChildrenOnEvaluation False | ||
EnterConditions { { Strength "EDlgConditionStrength::DlgConditionStrengthStrong" ConditionType "EDlgConditionType::DlgConditionIntCall" ParticipantName "None" CallbackName "NodeVariable" Operation "EDlgOperation::DlgEqual" IntValue 0 FloatValue 0.0 bBoolValue True bLongTermMemory True } } | ||
EnterEvents { { ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "NodeVariable" IntValue 0 FloatValue 0.0 bDelta False bValue False } } | ||
Children | ||
{ | ||
{ | ||
TargetIndex 2 | ||
Text "Next" | ||
Conditions { { Strength "EDlgConditionStrength::DlgConditionStrengthStrong" ConditionType "EDlgConditionType::DlgConditionIntCall" ParticipantName "None" CallbackName "EdgeVariable" Operation "EDlgOperation::DlgEqual" IntValue 100 FloatValue 0.0 bBoolValue True bLongTermMemory True } } | ||
} | ||
} | ||
} | ||
// 1 | ||
Node_Speech | ||
{ | ||
Text "Meow. Yeah I can speak too" | ||
bIsVirtualParent False | ||
OwnerName "Cat" | ||
bCheckChildrenOnEvaluation False | ||
Children { { TargetIndex 2 Text "Next" } } | ||
} | ||
// 2 | ||
Node_Speech | ||
{ | ||
Text "You don't say?" | ||
bIsVirtualParent False | ||
OwnerName "TestOwner" | ||
bCheckChildrenOnEvaluation False | ||
EnterEvents | ||
{ | ||
{ ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "DefaultValue" IntValue 0 FloatValue 0.0 bDelta False bValue False } | ||
{ ParticipantName "None" EventType "EDlgEventType::DlgEventModifyInt" EventName "Default" IntValue 0 FloatValue 0.0 bDelta False bValue False } | ||
} | ||
Children { { TargetIndex 3 Text "Finish" } } | ||
} | ||
// 3 | ||
Node_End | ||
{ | ||
OwnerName "TestOwner" | ||
bCheckChildrenOnEvaluation False | ||
} | ||
} |
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{ | ||
"FileVersion": 3, | ||
"Version": 1, | ||
"VersionName": "1.0", | ||
"FriendlyName": "DlgSystem", | ||
"Description": "Dialogue system (with text based dialogues) and nice Editor for editing dialogues", | ||
"Category": "Editor", | ||
"CreatedBy": "NotYetGames", | ||
"CreatedByURL": "https://gitlab.com/NotYetGames/DlgSystem", | ||
"DocsURL": "https://gitlab.com/NotYetGames/DlgSystem", | ||
"MarketplaceURL": "", | ||
"SupportURL": "https://gitlab.com/NotYetGames/DlgSystem", | ||
"CanContainContent": true, | ||
"IsBetaVersion": true, | ||
"Installed": false, | ||
"Modules": [ | ||
{ | ||
"Name": "DlgSystem", | ||
"Type": "Runtime", | ||
"LoadingPhase": "PreDefault" | ||
}, | ||
{ | ||
"Name": "DlgSystemEditor", | ||
"Type": "Editor", | ||
"LoadingPhase": "PostEngineInit" | ||
} | ||
] | ||
} |
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# DlgSystem | ||
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## Interacting `UObject` | ||
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### Tips | ||
- When comparing property names from `FPropertyChangedEvent` (handled by `PostEditChangeProperty` for example) use the `GET_MEMBER_NAME_CHECKED` instead of `TEXT`. | ||
eg: `PropertyChangedEvent.Property->GetFName() = GET_MEMBER_NAME_CHECKED(UClassChildofUObject, PropertyInClass)` | ||
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### Gotchas | ||
- If you override the `PostEditChangeProperty` method this will be the one that gets called when a property changes. | ||
But if you also override `PostEditChangeChainProperty` (without calling `Super`) this will be the ONLY METHOD called, no the previous one (`PostEditChangeProperty`) | ||
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## Editor explanations of types that you can extend to make your plugin more awesome | ||
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### UActorFactory | ||
When you have an asset in the content browser and you want to drag it out on the level editor, how should that happen? | ||
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### IComponentAssetBroker | ||
When you drag from the content browser to the blueprint how does it know to go from the asset to the component in the blueprint? | ||
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### UFactory | ||
Create a new class from "new" or "import" | ||
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### FAssetTypeActions_Base or IAssetTypeActions | ||
How the editor interacts with that asset in the content browser: | ||
- color that shows at the bottom | ||
- category it will show in (in filters and create new) | ||
- what editor is opened | ||
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You must create a UFactory for this object type if you want it to appear in the new or import menu. | ||
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### UThumbnailRenderer or UDefaultSizedThumbnailRenderer | ||
The default icon that you see for the asset instead of the asset color and name which is the default. | ||
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### FEditorViewportClient | ||
Viewport client for editor viewports. Contains common functionality for camera movement, rendering debug information. |
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Icon128.png from http://game-icons.net/lorc/originals/conversation.html |
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. | ||
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using UnrealBuildTool; | ||
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public class DlgSystem : ModuleRules | ||
{ | ||
public DlgSystem(ReadOnlyTargetRules Target) : base(Target) | ||
{ | ||
// Enable IWYU | ||
// https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html | ||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; | ||
bEnforceIWYU = true; | ||
//PrivatePCHHeaderFile = "Private/DlgSystemPrivatePCH.h"; | ||
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PublicIncludePaths.AddRange( | ||
new string[] { | ||
"DlgSystem/Public" | ||
// ... add public include paths required here ... | ||
}); | ||
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PrivateIncludePaths.AddRange( | ||
new string[] { | ||
"DlgSystem/Private", | ||
// ... add other private include paths required here ... | ||
}); | ||
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PublicDependencyModuleNames.AddRange( | ||
new string[] { | ||
"Core", | ||
"Json", | ||
"JsonUtilities" | ||
// ... add other public dependencies that you statically link with here ... | ||
}); | ||
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PrivateDependencyModuleNames.AddRange( | ||
new string[] { | ||
"CoreUObject", | ||
"Engine", | ||
"Projects", // IPluginManager | ||
// ... add private dependencies that you statically link with here ... | ||
}); | ||
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// We need this dependency when the DlgSystem works in the editor mode/built with editor | ||
if (Target.bBuildEditor == true) | ||
{ | ||
PrivateDependencyModuleNames.Add("UnrealEd"); | ||
} | ||
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DynamicallyLoadedModuleNames.AddRange( | ||
new string[] { | ||
// ... add any modules that your module loads dynamically here ... | ||
}); | ||
} | ||
} |
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