добавлен C++ для развертывания на экраны
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@@ -35,6 +35,7 @@ GlobalDefaultGameMode=/Game/Blueprints/Player/GM.GM_C
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
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Compiler=VisualStudio2017
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[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
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bSupportsPortraitOrientation=False
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@@ -3,6 +3,16 @@
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"EngineAssociation": "4.21",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "Motrisa",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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{
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"Name": "OculusVR",
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@@ -0,0 +1,14 @@
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class MotrisaTarget : TargetRules
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{
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public MotrisaTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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ExtraModuleNames.AddRange( new string[] { "Motrisa" } );
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}
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}
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@@ -0,0 +1,23 @@
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using UnrealBuildTool;
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public class Motrisa : ModuleRules
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{
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public Motrisa(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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#include "Motrisa.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Motrisa, "Motrisa" );
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@@ -0,0 +1,6 @@
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#pragma once
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#include "CoreMinimal.h"
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@@ -0,0 +1,20 @@
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#include "setRes.h"
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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void UsetRes::SetPos(int posX, int posY)
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{
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SetWindowPos(
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GetActiveWindow(),
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HWND_TOP,
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posX,
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posY,
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0,
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0,
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SWP_NOZORDER | SWP_NOSIZE
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);
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}
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@@ -0,0 +1,20 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "setRes.generated.h"
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/**
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*
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*/
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UCLASS()
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class MOTRISA_API UsetRes : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY() public:
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UFUNCTION(BlueprintCallable)
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static void SetPos(int posX, int posY);
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};
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@@ -0,0 +1,14 @@
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class MotrisaEditorTarget : TargetRules
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{
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public MotrisaEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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ExtraModuleNames.AddRange( new string[] { "Motrisa" } );
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}
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}
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