Adds AVRFramework
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15
Source/lidarforest.Target.cs
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15
Source/lidarforest.Target.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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using System.Collections.Generic;
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public class lidarforestTarget : TargetRules
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{
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public lidarforestTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "lidarforest" } );
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}
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}
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23
Source/lidarforest/lidarforest.Build.cs
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23
Source/lidarforest/lidarforest.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 lidarforest : ModuleRules
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{
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public lidarforest(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/lidarforest/lidarforest.cpp
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6
Source/lidarforest/lidarforest.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "lidarforest.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, lidarforest, "lidarforest" );
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6
Source/lidarforest/lidarforest.h
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6
Source/lidarforest/lidarforest.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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15
Source/lidarforestEditor.Target.cs
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15
Source/lidarforestEditor.Target.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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using System.Collections.Generic;
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public class lidarforestEditorTarget : TargetRules
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{
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public lidarforestEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "lidarforest" } );
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}
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}
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