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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 railwayWorkerTarget : TargetRules
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{
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public railwayWorkerTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "railwayWorker" } );
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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 "RailwayCarriage.h"
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#include "Components/StaticMeshComponent.h"
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// Sets default values
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ARailwayCarriage::ARailwayCarriage()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// root
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Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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RootComponent = Root;
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// body mesh railway
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railwayBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("railway"));
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railwayBody->AttachTo(Root);
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}
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// Called when the game starts or when spawned
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void ARailwayCarriage::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ARailwayCarriage::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@@ -0,0 +1,35 @@
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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/Actor.h"
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#include "RailwayCarriage.generated.h"
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UCLASS()
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class RAILWAYWORKER_API ARailwayCarriage : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ARailwayCarriage();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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//root component
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UPROPERTY()
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USceneComponent* Root;
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// meshes
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UPROPERTY(EditAnyWhere, Category = "Meshes")
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UStaticMeshComponent* railwayBody;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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@@ -0,0 +1,23 @@
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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 railwayWorker : ModuleRules
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{
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public railwayWorker(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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@@ -0,0 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "railwayWorker.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, railwayWorker, "railwayWorker" );
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@@ -0,0 +1,6 @@
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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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@@ -0,0 +1,15 @@
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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 railwayWorkerEditorTarget : TargetRules
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{
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public railwayWorkerEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "railwayWorker" } );
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}
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}
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