初始化插件

This commit is contained in:
_Redstone_c_ 2020-12-06 22:25:42 +08:00
commit c98fe4b6c8
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Binaries
DerivedDataCache
Intermediate
Saved
Build
.vscode
.vs
*.VC.db
*.opensdf
*.opendb
*.sdf
*.sln
*.suo
*.xcodeproj
*.xcworkspace

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

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LICENSE Normal file
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MIT License
Copyright (c) 2020 zhaizhenbo
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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README.md Normal file
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## UE4 Plugin: Auto Save
[Voxel](http://gitblit.myredstone.top/summary/UE4-Plugins!AutoSave.git) 是开发中的一个存档管理插件。
目前支持的 UE4 版本4.25.4

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AutoSave : ModuleRules
{
public AutoSave(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 ...
}
);
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "AutoSave.h"
#define LOCTEXT_NAMESPACE "FAutoSaveModule"
void FAutoSaveModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FAutoSaveModule::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(FAutoSaveModule, AutoSave)

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