diff --git a/README.md b/README.md index 601c0b4..1daa9ed 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# UnrealFightingEngine +# UnrealFightingFramework This library provides actors, components, and other general data structures that are useful for developing character action or fighting games. diff --git a/Source/UnrealFightingEngine/IFESystemInterface.cpp b/Source/UnrealFightingEngine/IFESystemInterface.cpp deleted file mode 100644 index 41c7cb9..0000000 --- a/Source/UnrealFightingEngine/IFESystemInterface.cpp +++ /dev/null @@ -1,4 +0,0 @@ -// Unreal Fighting Engine by Kevin Poretti - - -#include "IFESystemInterface.h" diff --git a/Source/UnrealFightingEngine/Input/FEInputBufferComponent.cpp b/Source/UnrealFightingEngine/Input/FEInputBufferComponent.cpp deleted file mode 100644 index bc28f2d..0000000 --- a/Source/UnrealFightingEngine/Input/FEInputBufferComponent.cpp +++ /dev/null @@ -1,8 +0,0 @@ -// Unreal Fighting Engine by Kevin Poretti - -#include "FEInputBufferComponent.h" - -UFEInputBufferComponent::UFEInputBufferComponent() -{ - PrimaryComponentTick.bCanEverTick = false; -} diff --git a/Source/UnrealFightingEngine/Input/FEInputBufferComponent.h b/Source/UnrealFightingEngine/Input/FEInputBufferComponent.h deleted file mode 100644 index 30e925a..0000000 --- a/Source/UnrealFightingEngine/Input/FEInputBufferComponent.h +++ /dev/null @@ -1,18 +0,0 @@ -// Unreal Fighting Engine by Kevin Poretti - -#pragma once - -// UE includes -#include "CoreMinimal.h" -#include "Components/ActorComponent.h" - -#include "FEInputBufferComponent.generated.h" - -UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) -class UNREALFIGHTINGENGINE_API UFEInputBufferComponent : public UActorComponent -{ - GENERATED_BODY() - -public: - UFEInputBufferComponent(); -}; diff --git a/Source/UnrealFightingEngine/Input/FEPlayerController.cpp b/Source/UnrealFightingEngine/Input/FEPlayerController.cpp deleted file mode 100644 index ea1dba5..0000000 --- a/Source/UnrealFightingEngine/Input/FEPlayerController.cpp +++ /dev/null @@ -1,20 +0,0 @@ -// Unreal Fighting Engine by Kevin Poretti - -#include "FEPlayerController.h" - -// FE includes -#include "FEInputBufferComponent.h" - -AFEPlayerController::AFEPlayerController() -{ - InputBuffer = CreateDefaultSubobject(TEXT("InputBuffer")); -} - -void AFEPlayerController::SendInputsToRemote() const -{ -} - -void AFEPlayerController::SetupInputComponent() -{ - Super::SetupInputComponent(); -} diff --git a/Source/UnrealFightingEngine/State/FEState.cpp b/Source/UnrealFightingEngine/State/FEState.cpp deleted file mode 100644 index f52c68f..0000000 --- a/Source/UnrealFightingEngine/State/FEState.cpp +++ /dev/null @@ -1,61 +0,0 @@ -// Unreal Fighting Engine by Kevin Poretti - -#include "FEState.h" - -// FE includes -#include "FEStateMachineComponent.h" - -void UFEState::InitActorInfo(AActor* InOwner, AActor* InAvatar) -{ - Owner = InOwner; - Avatar = InAvatar; -} - - -void UFEState::Enter() -{ - TicksInState = 0; - - OnEnter(); -} - - -void UFEState::Exit() -{ - OnExit(); -} - - -void UFEState::Update(float OneFrame) -{ - TicksInState++; - - OnUpdate(OneFrame); -} - - -void UFEState::OnEnter_Implementation() -{ -} - - -void UFEState::OnExit_Implementation() -{ -} - - -void UFEState::OnUpdate_Implementation(float OneFrame) -{ -} - - -UWorld* UFEState::GetWorld() const -{ - UFEStateMachineComponent* SMC = Cast(GetOuter()); - if(SMC) - { - return SMC->GetWorld(); - } - - return nullptr; -} \ No newline at end of file diff --git a/Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.cpp b/Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.cpp deleted file mode 100644 index f924e4a..0000000 --- a/Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.cpp +++ /dev/null @@ -1,16 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#include "UnrealFightingEngineBPLibrary.h" -#include "UnrealFightingEngineModule.h" - -UUnrealFightingEngineBPLibrary::UUnrealFightingEngineBPLibrary(const FObjectInitializer& ObjectInitializer) -: Super(ObjectInitializer) -{ - -} - -float UUnrealFightingEngineBPLibrary::UnrealFightingEngineSampleFunction(float Param) -{ - return -1; -} - diff --git a/Source/UnrealFightingFramework/IFFSystemInterface.cpp b/Source/UnrealFightingFramework/IFFSystemInterface.cpp new file mode 100644 index 0000000..7be46d6 --- /dev/null +++ b/Source/UnrealFightingFramework/IFFSystemInterface.cpp @@ -0,0 +1,4 @@ +// Unreal Fighting Framework by Kevin Poretti + + +#include "IFFSystemInterface.h" diff --git a/Source/UnrealFightingEngine/IFESystemInterface.h b/Source/UnrealFightingFramework/IFFSystemInterface.h similarity index 77% rename from Source/UnrealFightingEngine/IFESystemInterface.h rename to Source/UnrealFightingFramework/IFFSystemInterface.h index c0153c7..f08cef1 100644 --- a/Source/UnrealFightingEngine/IFESystemInterface.h +++ b/Source/UnrealFightingFramework/IFFSystemInterface.h @@ -1,15 +1,16 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti #pragma once +// UE includes #include "CoreMinimal.h" #include "UObject/Interface.h" -#include "IFESystemInterface.generated.h" +#include "IFFSystemInterface.generated.h" // This class does not need to be modified. UINTERFACE(MinimalAPI) -class UFESystemInterface : public UInterface +class UFFSystemInterface : public UInterface { GENERATED_BODY() }; @@ -20,7 +21,7 @@ class UFESystemInterface : public UInterface * This ensures all gameplay effecting objects can be assumed to have certain properties that enable serialization, networking and * some form of determinism. */ -class UNREALFIGHTINGENGINE_API IFESystemInterface +class UNREALFIGHTINGFRAMEWORK_API IFFSystemInterface { GENERATED_BODY() diff --git a/Source/UnrealFightingFramework/Input/FFInputBufferComponent.cpp b/Source/UnrealFightingFramework/Input/FFInputBufferComponent.cpp new file mode 100644 index 0000000..604ffbe --- /dev/null +++ b/Source/UnrealFightingFramework/Input/FFInputBufferComponent.cpp @@ -0,0 +1,8 @@ +// Unreal Fighting Framework by Kevin Poretti + +#include "FFInputBufferComponent.h" + +UFFInputBufferComponent::UFFInputBufferComponent() +{ + PrimaryComponentTick.bCanEverTick = false; +} diff --git a/Source/UnrealFightingFramework/Input/FFInputBufferComponent.h b/Source/UnrealFightingFramework/Input/FFInputBufferComponent.h new file mode 100644 index 0000000..05ca9d5 --- /dev/null +++ b/Source/UnrealFightingFramework/Input/FFInputBufferComponent.h @@ -0,0 +1,18 @@ +// Unreal Fighting Framework by Kevin Poretti + +#pragma once + +// UE includes +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" + +#include "FFInputBufferComponent.generated.h" + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class UNREALFIGHTINGFRAMEWORK_API UFFInputBufferComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + UFFInputBufferComponent(); +}; diff --git a/Source/UnrealFightingFramework/Input/FFPlayerController.cpp b/Source/UnrealFightingFramework/Input/FFPlayerController.cpp new file mode 100644 index 0000000..69327b3 --- /dev/null +++ b/Source/UnrealFightingFramework/Input/FFPlayerController.cpp @@ -0,0 +1,20 @@ +// Unreal Fighting Framework by Kevin Poretti + +#include "FFPlayerController.h" + +// FF includes +#include "FFInputBufferComponent.h" + +AFFPlayerController::AFFPlayerController() +{ + InputBuffer = CreateDefaultSubobject(TEXT("InputBuffer")); +} + +void AFFPlayerController::SendInputsToRemote() const +{ +} + +void AFFPlayerController::SetupInputComponent() +{ + Super::SetupInputComponent(); +} diff --git a/Source/UnrealFightingEngine/Input/FEPlayerController.h b/Source/UnrealFightingFramework/Input/FFPlayerController.h similarity index 68% rename from Source/UnrealFightingEngine/Input/FEPlayerController.h rename to Source/UnrealFightingFramework/Input/FFPlayerController.h index d946da7..8420133 100644 --- a/Source/UnrealFightingEngine/Input/FEPlayerController.h +++ b/Source/UnrealFightingFramework/Input/FFPlayerController.h @@ -1,4 +1,4 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti #pragma once @@ -6,19 +6,19 @@ #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" -#include "FEPlayerController.generated.h" +#include "FFPlayerController.generated.h" /** * A class that collects player inputs, stores them in an input buffer, and sends a rolling window of * unacknowledged inputs to a remote client or server for processing. */ UCLASS() -class UNREALFIGHTINGENGINE_API AFEPlayerController : public APlayerController +class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController { GENERATED_BODY() public: - AFEPlayerController(); + AFFPlayerController(); /** * Sends all unacknowledged inputs to the remote @@ -31,12 +31,12 @@ public: protected: /** MappingContext */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true")) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true")) class UInputMappingContext* DefaultMappingContext; /** Input Buffer component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true")) - UFEInputBufferComponent* InputBuffer; + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true")) + UFFInputBufferComponent* InputBuffer; int32 Inputs; diff --git a/Source/UnrealFightingFramework/State/FFState.cpp b/Source/UnrealFightingFramework/State/FFState.cpp new file mode 100644 index 0000000..7240cbc --- /dev/null +++ b/Source/UnrealFightingFramework/State/FFState.cpp @@ -0,0 +1,61 @@ +// Unreal Fighting Framework by Kevin Poretti + +#include "FFState.h" + +// FF includes +#include "FFStateMachineComponent.h" + +void UFFState::InitActorInfo(AActor* InOwner, AActor* InAvatar) +{ + Owner = InOwner; + Avatar = InAvatar; +} + + +void UFFState::Enter() +{ + TicksInState = 0; + + OnEnter(); +} + + +void UFFState::Exit() +{ + OnExit(); +} + + +void UFFState::Update(float OneFrame) +{ + TicksInState++; + + OnUpdate(OneFrame); +} + + +void UFFState::OnEnter_Implementation() +{ +} + + +void UFFState::OnExit_Implementation() +{ +} + + +void UFFState::OnUpdate_Implementation(float OneFrame) +{ +} + + +UWorld* UFFState::GetWorld() const +{ + UFFStateMachineComponent* SMC = Cast(GetOuter()); + if(SMC) + { + return SMC->GetWorld(); + } + + return nullptr; +} \ No newline at end of file diff --git a/Source/UnrealFightingEngine/State/FEState.h b/Source/UnrealFightingFramework/State/FFState.h similarity index 84% rename from Source/UnrealFightingEngine/State/FEState.h rename to Source/UnrealFightingFramework/State/FFState.h index 2db6c2e..bc0073c 100644 --- a/Source/UnrealFightingEngine/State/FEState.h +++ b/Source/UnrealFightingFramework/State/FFState.h @@ -1,18 +1,18 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti #pragma once // UE includes #include "CoreMinimal.h" -#include "FEState.generated.h" +#include "FFState.generated.h" /** * A state is an object that provides rules and conditions for when a state can be transitioned into * and logic to run when the state is entered, exited, and active. */ UCLASS() -class UNREALFIGHTINGENGINE_API UFEState : public UObject +class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject { GENERATED_BODY() @@ -27,7 +27,7 @@ public: virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar); /** Name of this state */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFE|State") + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State") FName Name; /** Conditions that need to be met in order for this state to be transitioned into */ @@ -39,7 +39,7 @@ public: uint8 StateType; /** How many ticks have elapsed since this state was entered */ - UPROPERTY(BlueprintReadOnly, Category="UFE|State") + UPROPERTY(BlueprintReadOnly, Category="UFF|State") int32 TicksInState; /** @@ -66,13 +66,13 @@ public: /** * Blueprint hook that is called whenever this state is transitioned into */ - UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events") + UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events") void OnEnter(); /** * Blueprint hook that is called whenever this state is transitioned out of into a new state */ - UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events") + UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events") void OnExit(); /** @@ -80,7 +80,7 @@ public: * * @param OneFrame the time that elapses during one fixed tick */ - UFUNCTION(BlueprintNativeEvent, Category="UFE|State|Events") + UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events") void OnUpdate(float OneFrame); // UObject interface diff --git a/Source/UnrealFightingEngine/State/FEStateMachineComponent.cpp b/Source/UnrealFightingFramework/State/FFStateMachineComponent.cpp similarity index 61% rename from Source/UnrealFightingEngine/State/FEStateMachineComponent.cpp rename to Source/UnrealFightingFramework/State/FFStateMachineComponent.cpp index 93fae14..9c74dd9 100644 --- a/Source/UnrealFightingEngine/State/FEStateMachineComponent.cpp +++ b/Source/UnrealFightingFramework/State/FFStateMachineComponent.cpp @@ -1,22 +1,22 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti -#include "FEStateMachineComponent.h" +#include "FFStateMachineComponent.h" -// FE includes -#include "FEState.h" +// FF includes +#include "FFState.h" -UFEStateMachineComponent::UFEStateMachineComponent() +UFFStateMachineComponent::UFFStateMachineComponent() { // Don't use Unreal's tick instead use a fixed tick PrimaryComponentTick.bCanEverTick = false; } -void UFEStateMachineComponent::Initialize() +void UFFStateMachineComponent::Initialize() { - for(const TSubclassOf& CurrState : DefaultStates) + for(const TSubclassOf& CurrState : DefaultStates) { - UFEState* TempState = AddState(CurrState); + UFFState* TempState = AddState(CurrState); if(!CurrentState) // first state to be created is the entry into this state machine { CurrentState = TempState; @@ -26,16 +26,16 @@ void UFEStateMachineComponent::Initialize() } -void UFEStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar) +void UFFStateMachineComponent::InitActorInfo(AActor* InOwner, AActor* InAvatar) { Owner = InOwner; Avatar = InAvatar; } -UFEState* UFEStateMachineComponent::AddState(TSubclassOf StateClassToAdd) +UFFState* UFFStateMachineComponent::AddState(TSubclassOf StateClassToAdd) { - UFEState* TempState = NewObject(this, StateClassToAdd); + UFFState* TempState = NewObject(this, StateClassToAdd); if(TempState) { States.Add(TempState); @@ -47,21 +47,21 @@ UFEState* UFEStateMachineComponent::AddState(TSubclassOf StateClassToA } -void UFEStateMachineComponent::AddStates(const TArray>& StateClassesToAdd) +void UFFStateMachineComponent::AddStates(const TArray>& StateClassesToAdd) { - for(const TSubclassOf& CurrState : StateClassesToAdd) + for(const TSubclassOf& CurrState : StateClassesToAdd) { AddState(CurrState); } } -void UFEStateMachineComponent::RemoveState(FName StateToRemove) +void UFFStateMachineComponent::RemoveState(FName StateToRemove) { - UE_LOG(LogTemp, Error, TEXT("UFEStateMachineComponent::RemoveState is not yet implemented")); + UE_LOG(LogTemp, Error, TEXT("UFFStateMachineComponent::RemoveState is not yet implemented")); } -void UFEStateMachineComponent::SwitchStates(UFEState* NewState) +void UFFStateMachineComponent::SwitchStates(UFFState* NewState) { check(NewState); @@ -71,15 +71,15 @@ void UFEStateMachineComponent::SwitchStates(UFEState* NewState) } -FName UFEStateMachineComponent::GetCurrentStateName() const +FName UFFStateMachineComponent::GetCurrentStateName() const { return CurrentState ? CurrentState->Name : NAME_None; } -UFEState* UFEStateMachineComponent::FindStateWithName(FName StateName) +UFFState* UFFStateMachineComponent::FindStateWithName(FName StateName) { - for (UFEState* CurrState : States) + for (UFFState* CurrState : States) { if(CurrState ->Name == StateName) { @@ -94,7 +94,7 @@ UFEState* UFEStateMachineComponent::FindStateWithName(FName StateName) } -void UFEStateMachineComponent::BeginPlay() +void UFFStateMachineComponent::BeginPlay() { Super::BeginPlay(); @@ -102,11 +102,11 @@ void UFEStateMachineComponent::BeginPlay() } -void UFEStateMachineComponent::FixedTick(float OneFrame) +void UFFStateMachineComponent::FixedTick(float OneFrame) { // Should we switch states? - for(UFEState* CurrState : States) + for(UFFState* CurrState : States) { // Check if the state is enabled diff --git a/Source/UnrealFightingEngine/State/FEStateMachineComponent.h b/Source/UnrealFightingFramework/State/FFStateMachineComponent.h similarity index 78% rename from Source/UnrealFightingEngine/State/FEStateMachineComponent.h rename to Source/UnrealFightingFramework/State/FFStateMachineComponent.h index 8ca6ab4..2261c88 100644 --- a/Source/UnrealFightingEngine/State/FEStateMachineComponent.h +++ b/Source/UnrealFightingFramework/State/FFStateMachineComponent.h @@ -1,15 +1,15 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti #pragma once -// FE includes -#include "UnrealFightingEngine/IFESystemInterface.h" +// FF includes +#include "UnrealFightingFramework/IFFSystemInterface.h" // UE includes #include "CoreMinimal.h" #include "Components/ActorComponent.h" -#include "FEStateMachineComponent.generated.h" +#include "FFStateMachineComponent.generated.h" /** * A state machine is a component that evaluates and controls the transitions for state objects that @@ -18,12 +18,12 @@ * This component also calls the appropriate state logic when a state is changed or the component ticks. */ UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) -class UNREALFIGHTINGENGINE_API UFEStateMachineComponent : public UActorComponent, public IFESystemInterface +class UNREALFIGHTINGFRAMEWORK_API UFFStateMachineComponent : public UActorComponent, public IFFSystemInterface { GENERATED_BODY() public: - UFEStateMachineComponent(); + UFFStateMachineComponent(); /** * Creates and adds default states and enters the first state @@ -47,14 +47,14 @@ public: * * @return A pointer to the state that was added or nullptr if there was an issue adding or creating the state */ - UFEState* AddState(TSubclassOf StateClassToAdd); + UFFState* AddState(TSubclassOf StateClassToAdd); /** * Creates an instance of the state classes and adds newly created states to this state machine. * * @param StateClassesToAdd Array of state class types to be added to this state machine */ - void AddStates(const TArray>& StateClassesToAdd); + void AddStates(const TArray>& StateClassesToAdd); /** * Destroys the state with corresponding name and removes it from this state machine. @@ -66,7 +66,7 @@ public: * * Triggers the Exit callback on the CurrentState and the Enter callback on the new state */ - void SwitchStates(UFEState* NewState); + void SwitchStates(UFFState* NewState); /** * Returns the name of the current state @@ -74,9 +74,9 @@ public: UFUNCTION(BlueprintPure) FName GetCurrentStateName() const; - // IFESystemInterface interface + // IFFSystemInterface interface virtual void FixedTick(float OneFrame) override; - // End of IFESystemInterface interface + // End of IFFSystemInterface interface protected: /** @@ -96,21 +96,21 @@ protected: /** * States classes to create and add to this state machine when the game starts */ - UPROPERTY(EditDefaultsOnly, Category="UFE|State Machine") - TArray> DefaultStates; + UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine") + TArray> DefaultStates; /** Current active state for this state machine */ UPROPERTY(BlueprintReadOnly) - UFEState* CurrentState; + UFFState* CurrentState; // States that have been added UPROPERTY(BlueprintReadOnly) - TArray States; + TArray States; /** * Returns the state with corresponding name */ - UFEState* FindStateWithName(FName StateName); + UFFState* FindStateWithName(FName StateName); // UActorComponent interface virtual void BeginPlay() override; diff --git a/Source/UnrealFightingEngine/UnrealFightingEngine.Build.cs b/Source/UnrealFightingFramework/UnrealFightingFramework.Build.cs similarity index 83% rename from Source/UnrealFightingEngine/UnrealFightingEngine.Build.cs rename to Source/UnrealFightingFramework/UnrealFightingFramework.Build.cs index 29ab61e..92e65a6 100644 --- a/Source/UnrealFightingEngine/UnrealFightingEngine.Build.cs +++ b/Source/UnrealFightingFramework/UnrealFightingFramework.Build.cs @@ -1,10 +1,10 @@ -// Unreal Fighting Engine by Kevin Poretti +// Unreal Fighting Framework by Kevin Poretti using UnrealBuildTool; -public class UnrealFightingEngine : ModuleRules +public class UnrealFightingFramework : ModuleRules { - public UnrealFightingEngine(ReadOnlyTargetRules Target) : base(Target) + public UnrealFightingFramework(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; diff --git a/Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.cpp b/Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.cpp new file mode 100644 index 0000000..df9ca6d --- /dev/null +++ b/Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.cpp @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UnrealFightingFrameworkBPLibrary.h" +#include "UnrealFightingFrameworkModule.h" + +UUnrealFightingFrameworkBPLibrary::UUnrealFightingFrameworkBPLibrary(const FObjectInitializer& ObjectInitializer) +: Super(ObjectInitializer) +{ + +} + +float UUnrealFightingFrameworkBPLibrary::UnrealFightingFrameworkSampleFunction(float Param) +{ + return -1; +} + diff --git a/Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.h b/Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.h similarity index 81% rename from Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.h rename to Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.h index f524d8b..7d54fae 100644 --- a/Source/UnrealFightingEngine/UnrealFightingEngineBPLibrary.h +++ b/Source/UnrealFightingFramework/UnrealFightingFrameworkBPLibrary.h @@ -3,7 +3,7 @@ #pragma once #include "Kismet/BlueprintFunctionLibrary.h" -#include "UnrealFightingEngineBPLibrary.generated.h" +#include "UnrealFightingFrameworkBPLibrary.generated.h" /* * Function library class. @@ -23,10 +23,10 @@ * https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation */ UCLASS() -class UUnrealFightingEngineBPLibrary : public UBlueprintFunctionLibrary +class UUnrealFightingFrameworkBPLibrary : public UBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() - UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingEngine sample test testing"), Category = "UnrealFightingEngineTesting") - static float UnrealFightingEngineSampleFunction(float Param); + UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingFramework sample test testing"), Category = "UnrealFightingFrameworkTesting") + static float UnrealFightingFrameworkSampleFunction(float Param); }; diff --git a/Source/UnrealFightingEngine/UnrealFightingEngineModule.cpp b/Source/UnrealFightingFramework/UnrealFightingFrameworkModule.cpp similarity index 58% rename from Source/UnrealFightingEngine/UnrealFightingEngineModule.cpp rename to Source/UnrealFightingFramework/UnrealFightingFrameworkModule.cpp index fc66106..c74be02 100644 --- a/Source/UnrealFightingEngine/UnrealFightingEngineModule.cpp +++ b/Source/UnrealFightingFramework/UnrealFightingFrameworkModule.cpp @@ -1,16 +1,16 @@ // Copyright Epic Games, Inc. All Rights Reserved. -#include "UnrealFightingEngineModule.h" +#include "UnrealFightingFrameworkModule.h" -#define LOCTEXT_NAMESPACE "FUnrealFightingEngineModule" +#define LOCTEXT_NAMESPACE "FUnrealFightingFrameworkModule" -void FUnrealFightingEngineModule::StartupModule() +void FUnrealFightingFrameworkModule::StartupModule() { // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module } -void FUnrealFightingEngineModule::ShutdownModule() +void FUnrealFightingFrameworkModule::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. @@ -19,4 +19,4 @@ void FUnrealFightingEngineModule::ShutdownModule() #undef LOCTEXT_NAMESPACE -IMPLEMENT_MODULE(FUnrealFightingEngineModule, UnrealFightingEngine) \ No newline at end of file +IMPLEMENT_MODULE(FUnrealFightingFrameworkModule, UnrealFightingFramework) \ No newline at end of file diff --git a/Source/UnrealFightingEngine/UnrealFightingEngineModule.h b/Source/UnrealFightingFramework/UnrealFightingFrameworkModule.h similarity index 79% rename from Source/UnrealFightingEngine/UnrealFightingEngineModule.h rename to Source/UnrealFightingFramework/UnrealFightingFrameworkModule.h index c763149..d65f51e 100644 --- a/Source/UnrealFightingEngine/UnrealFightingEngineModule.h +++ b/Source/UnrealFightingFramework/UnrealFightingFrameworkModule.h @@ -4,7 +4,7 @@ #include "Modules/ModuleManager.h" -class FUnrealFightingEngineModule : public IModuleInterface +class FUnrealFightingFrameworkModule : public IModuleInterface { public: diff --git a/UnrealFightingEngine.uplugin b/UnrealFightingFramework.uplugin similarity index 88% rename from UnrealFightingEngine.uplugin rename to UnrealFightingFramework.uplugin index 67b6d89..6bb148b 100644 --- a/UnrealFightingEngine.uplugin +++ b/UnrealFightingFramework.uplugin @@ -2,7 +2,7 @@ "FileVersion": 3, "Version": 1, "VersionName": "1.0", - "FriendlyName": "UnrealFightingEngine", + "FriendlyName": "UnrealFightingFramework", "Description": "This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.", "Category": "Other", "CreatedBy": "Kevin Poretti", @@ -16,7 +16,7 @@ "Installed": false, "Modules": [ { - "Name": "UnrealFightingEngine", + "Name": "UnrealFightingFramework", "Type": "Runtime", "LoadingPhase": "PreLoadingScreen" }