reinit Plugins
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "YottaBlueprintFunctionsLibrary.h"
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17
Source/Yotta2025/Public/YottaBlueprintFunctionsLibrary.h
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Source/Yotta2025/Public/YottaBlueprintFunctionsLibrary.h
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// Fill out your copyright notice in the Description page of Project Settings.
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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 "YottaBlueprintFunctionsLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class YOTTA2025_API UYottaBlueprintFunctionsLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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};
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23
Source/Yotta2025/Yotta2025.Build.cs
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Source/Yotta2025/Yotta2025.Build.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class Yotta2025 : ModuleRules
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{
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public Yotta2025(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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6
Source/Yotta2025/Yotta2025.cpp
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6
Source/Yotta2025/Yotta2025.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Yotta2025.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Yotta2025, "Yotta2025" );
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6
Source/Yotta2025/Yotta2025.h
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6
Source/Yotta2025/Yotta2025.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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