初始化插件

This commit is contained in:
_Redstone_c_ 2020-12-27 19:02:28 +08:00
commit 313de8c620
7 changed files with 148 additions and 0 deletions

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.gitignore vendored Normal file
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Binaries
DerivedDataCache
Intermediate
Saved
Build
.vscode
.vs
*.VC.db
*.opensdf
*.opendb
*.sdf
*.sln
*.suo
*.xcodeproj
*.xcworkspace

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LICENSE Normal file
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MIT License
Copyright (c) 2021 _Redstone_c_
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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RSHWNetwork.uplugin Normal file
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "[RSHW] Network",
"Description": "",
"Category": "RSHW",
"CreatedBy": "_Redstone_c_",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "RSHWNetwork",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "RSHWNetwork.h"
#define LOCTEXT_NAMESPACE "FRSHWNetworkModule"
void FRSHWNetworkModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FRSHWNetworkModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FRSHWNetworkModule, RSHWNetwork)

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FRSHWNetworkModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class RSHWNetwork : ModuleRules
{
public RSHWNetwork(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}