初始化插件
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commit
c98fe4b6c8
15
.gitignore
vendored
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15
.gitignore
vendored
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Binaries
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DerivedDataCache
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Intermediate
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Saved
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Build
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.vscode
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.vs
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*.VC.db
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*.opensdf
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*.opendb
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*.sdf
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*.sln
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*.suo
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*.xcodeproj
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*.xcworkspace
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24
AutoSave.uplugin
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24
AutoSave.uplugin
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "Auto Save",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "_Redstone_c_",
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"CreatedByURL": "",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "AutoSave",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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]
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}
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21
LICENSE
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LICENSE
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MIT License
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Copyright (c) 2020 zhaizhenbo
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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4
README.md
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4
README.md
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## UE4 Plugin: Auto Save
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[Voxel](http://gitblit.myredstone.top/summary/UE4-Plugins!AutoSave.git) 是开发中的一个存档管理插件。
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目前支持的 UE4 版本:4.25.4
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BIN
Resources/Icon128.png
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BIN
Resources/Icon128.png
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After Width: | Height: | Size: 12 KiB |
53
Source/AutoSave/AutoSave.Build.cs
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53
Source/AutoSave/AutoSave.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class AutoSave : ModuleRules
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{
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public AutoSave(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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20
Source/AutoSave/Private/AutoSave.cpp
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20
Source/AutoSave/Private/AutoSave.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AutoSave.h"
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#define LOCTEXT_NAMESPACE "FAutoSaveModule"
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void FAutoSaveModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FAutoSaveModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FAutoSaveModule, AutoSave)
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15
Source/AutoSave/Public/AutoSave.h
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15
Source/AutoSave/Public/AutoSave.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class FAutoSaveModule : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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