hello world

This commit is contained in:
Dexter Haslem 2017-03-28 19:25:14 -06:00
commit 60e1326cc6
14 changed files with 212 additions and 0 deletions

27
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*.tif filter=lfs diff=lfs merge=lfs -text
*.cubemap filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.raw filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.mov filter=lfs diff=lfs merge=lfs -text
*.mb filter=lfs diff=lfs merge=lfs -text
*.duf filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.bin.fbx filter=lfs diff=lfs merge=lfs -text
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.upk filter=lfs diff=lfs merge=lfs -text
*.udk filter=lfs diff=lfs merge=lfs -text
# Make sure Windows batch files preserve CR/LF line endings, otherwise they may not be able to execute. Windows
# batch files require a CR/LF for labels to work properly, otherwise they may fail when labels straddle 512-byte
# block boundaries. This is important when files are downloaded through a zip archive that was authored on a
# Linux machine (the default behavior on GitHub)
*.bat eol=crlf

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#ue4 generated binaries and crap
/Build
/Binaries
/DerivedDataCache
/Intermediate
/Saved
enc_temp_folder/
*.db
*.opendb
# Ignore project files in the root
/*.sln
/*.xcodeproj
/*/*.sln
/*/*.xcodeproj
# Ignore local user Visual Studio files in any folder
*.suo
*.opensdf
*.sdf
# Standard binary files
*.lib
*.idb
*.a
*.dll
*.exe
*.png
*.bz2
*.psd
*.gif
*.zip
*.tga
*.dylib
*.gz
*.so
*.jar
*.mp4
*.pak
*.bmp
*.obj
*.pdb
**/*.framework/**

0
Config/DefaultEditor.ini Normal file
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Config/DefaultEngine.ini Normal file
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[URL]
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

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Config/DefaultGame.ini Normal file
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=74F3BE204DEAF9802BD6C8BB52249C58

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FF.uproject Normal file
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{
"FileVersion": 3,
"EngineAssociation": "4.15",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "FF",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}

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README.md Normal file
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### nothing to see here
Make sure to install [git LFS](https://git-lfs.github.com/) before working with assets.
The tracking file (.gitattributes) is already setup

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Source/FF.Target.cs Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class FFTarget : TargetRules
{
public FFTarget(TargetInfo Target)
{
Type = TargetType.Game;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string[] { "FF" } );
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class FF : ModuleRules
{
public FF(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "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
}
}

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Source/FF/FF.cpp Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
#include "FF.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, FF, "FF" );

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Source/FF/FF.h Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Engine.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#include "FF.h"
#include "FFGameModeBase.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/GameModeBase.h"
#include "FFGameModeBase.generated.h"
/**
*
*/
UCLASS()
class FF_API AFFGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};

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Source/FFEditor.Target.cs Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class FFEditorTarget : TargetRules
{
public FFEditorTarget(TargetInfo Target)
{
Type = TargetType.Editor;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string[] { "FF" } );
}
}