Rename to Unreal Fighting Framework

This commit is contained in:
Kevin Poretti 2023-06-10 14:20:41 -04:00
parent 891cb89228
commit e38379586c
23 changed files with 201 additions and 200 deletions

View File

@ -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. This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.

View File

@ -1,4 +0,0 @@
// Unreal Fighting Engine by Kevin Poretti
#include "IFESystemInterface.h"

View File

@ -1,8 +0,0 @@
// Unreal Fighting Engine by Kevin Poretti
#include "FEInputBufferComponent.h"
UFEInputBufferComponent::UFEInputBufferComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}

View File

@ -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();
};

View File

@ -1,20 +0,0 @@
// Unreal Fighting Engine by Kevin Poretti
#include "FEPlayerController.h"
// FE includes
#include "FEInputBufferComponent.h"
AFEPlayerController::AFEPlayerController()
{
InputBuffer = CreateDefaultSubobject<UFEInputBufferComponent>(TEXT("InputBuffer"));
}
void AFEPlayerController::SendInputsToRemote() const
{
}
void AFEPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
}

View File

@ -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<UFEStateMachineComponent>(GetOuter());
if(SMC)
{
return SMC->GetWorld();
}
return nullptr;
}

View File

@ -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;
}

View File

@ -0,0 +1,4 @@
// Unreal Fighting Framework by Kevin Poretti
#include "IFFSystemInterface.h"

View File

@ -1,15 +1,16 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
#pragma once #pragma once
// UE includes
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "UObject/Interface.h" #include "UObject/Interface.h"
#include "IFESystemInterface.generated.h" #include "IFFSystemInterface.generated.h"
// This class does not need to be modified. // This class does not need to be modified.
UINTERFACE(MinimalAPI) UINTERFACE(MinimalAPI)
class UFESystemInterface : public UInterface class UFFSystemInterface : public UInterface
{ {
GENERATED_BODY() 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 * This ensures all gameplay effecting objects can be assumed to have certain properties that enable serialization, networking and
* some form of determinism. * some form of determinism.
*/ */
class UNREALFIGHTINGENGINE_API IFESystemInterface class UNREALFIGHTINGFRAMEWORK_API IFFSystemInterface
{ {
GENERATED_BODY() GENERATED_BODY()

View File

@ -0,0 +1,8 @@
// Unreal Fighting Framework by Kevin Poretti
#include "FFInputBufferComponent.h"
UFFInputBufferComponent::UFFInputBufferComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}

View File

@ -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();
};

View File

@ -0,0 +1,20 @@
// Unreal Fighting Framework by Kevin Poretti
#include "FFPlayerController.h"
// FF includes
#include "FFInputBufferComponent.h"
AFFPlayerController::AFFPlayerController()
{
InputBuffer = CreateDefaultSubobject<UFFInputBufferComponent>(TEXT("InputBuffer"));
}
void AFFPlayerController::SendInputsToRemote() const
{
}
void AFFPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
}

View File

@ -1,4 +1,4 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
#pragma once #pragma once
@ -6,19 +6,19 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/PlayerController.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 * 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. * unacknowledged inputs to a remote client or server for processing.
*/ */
UCLASS() UCLASS()
class UNREALFIGHTINGENGINE_API AFEPlayerController : public APlayerController class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AFEPlayerController(); AFFPlayerController();
/** /**
* Sends all unacknowledged inputs to the remote * Sends all unacknowledged inputs to the remote
@ -31,12 +31,12 @@ public:
protected: protected:
/** MappingContext */ /** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext; class UInputMappingContext* DefaultMappingContext;
/** Input Buffer component */ /** Input Buffer component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFE|Input", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UFF|Input", meta = (AllowPrivateAccess = "true"))
UFEInputBufferComponent* InputBuffer; UFFInputBufferComponent* InputBuffer;
int32 Inputs; int32 Inputs;

View File

@ -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<UFFStateMachineComponent>(GetOuter());
if(SMC)
{
return SMC->GetWorld();
}
return nullptr;
}

View File

@ -1,18 +1,18 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
#pragma once #pragma once
// UE includes // UE includes
#include "CoreMinimal.h" #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 * 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. * and logic to run when the state is entered, exited, and active.
*/ */
UCLASS() UCLASS()
class UNREALFIGHTINGENGINE_API UFEState : public UObject class UNREALFIGHTINGFRAMEWORK_API UFFState : public UObject
{ {
GENERATED_BODY() GENERATED_BODY()
@ -27,7 +27,7 @@ public:
virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar); virtual void InitActorInfo(AActor* InOwner, AActor* InAvatar);
/** Name of this state */ /** Name of this state */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFE|State") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UFF|State")
FName Name; FName Name;
/** Conditions that need to be met in order for this state to be transitioned into */ /** Conditions that need to be met in order for this state to be transitioned into */
@ -39,7 +39,7 @@ public:
uint8 StateType; uint8 StateType;
/** How many ticks have elapsed since this state was entered */ /** How many ticks have elapsed since this state was entered */
UPROPERTY(BlueprintReadOnly, Category="UFE|State") UPROPERTY(BlueprintReadOnly, Category="UFF|State")
int32 TicksInState; int32 TicksInState;
/** /**
@ -66,13 +66,13 @@ public:
/** /**
* Blueprint hook that is called whenever this state is transitioned into * 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(); void OnEnter();
/** /**
* Blueprint hook that is called whenever this state is transitioned out of into a new state * 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(); void OnExit();
/** /**
@ -80,7 +80,7 @@ public:
* *
* @param OneFrame the time that elapses during one fixed tick * @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); void OnUpdate(float OneFrame);
// UObject interface // UObject interface

View File

@ -1,22 +1,22 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
#include "FEStateMachineComponent.h" #include "FFStateMachineComponent.h"
// FE includes // FF includes
#include "FEState.h" #include "FFState.h"
UFEStateMachineComponent::UFEStateMachineComponent() UFFStateMachineComponent::UFFStateMachineComponent()
{ {
// Don't use Unreal's tick instead use a fixed tick // Don't use Unreal's tick instead use a fixed tick
PrimaryComponentTick.bCanEverTick = false; PrimaryComponentTick.bCanEverTick = false;
} }
void UFEStateMachineComponent::Initialize() void UFFStateMachineComponent::Initialize()
{ {
for(const TSubclassOf<UFEState>& CurrState : DefaultStates) for(const TSubclassOf<UFFState>& CurrState : DefaultStates)
{ {
UFEState* TempState = AddState(CurrState); UFFState* TempState = AddState(CurrState);
if(!CurrentState) // first state to be created is the entry into this state machine if(!CurrentState) // first state to be created is the entry into this state machine
{ {
CurrentState = TempState; 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; Owner = InOwner;
Avatar = InAvatar; Avatar = InAvatar;
} }
UFEState* UFEStateMachineComponent::AddState(TSubclassOf<UFEState> StateClassToAdd) UFFState* UFFStateMachineComponent::AddState(TSubclassOf<UFFState> StateClassToAdd)
{ {
UFEState* TempState = NewObject<UFEState>(this, StateClassToAdd); UFFState* TempState = NewObject<UFFState>(this, StateClassToAdd);
if(TempState) if(TempState)
{ {
States.Add(TempState); States.Add(TempState);
@ -47,21 +47,21 @@ UFEState* UFEStateMachineComponent::AddState(TSubclassOf<UFEState> StateClassToA
} }
void UFEStateMachineComponent::AddStates(const TArray<TSubclassOf<UFEState>>& StateClassesToAdd) void UFFStateMachineComponent::AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd)
{ {
for(const TSubclassOf<UFEState>& CurrState : StateClassesToAdd) for(const TSubclassOf<UFFState>& CurrState : StateClassesToAdd)
{ {
AddState(CurrState); 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); 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; 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) if(CurrState ->Name == StateName)
{ {
@ -94,7 +94,7 @@ UFEState* UFEStateMachineComponent::FindStateWithName(FName StateName)
} }
void UFEStateMachineComponent::BeginPlay() void UFFStateMachineComponent::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@ -102,11 +102,11 @@ void UFEStateMachineComponent::BeginPlay()
} }
void UFEStateMachineComponent::FixedTick(float OneFrame) void UFFStateMachineComponent::FixedTick(float OneFrame)
{ {
// Should we switch states? // Should we switch states?
for(UFEState* CurrState : States) for(UFFState* CurrState : States)
{ {
// Check if the state is enabled // Check if the state is enabled

View File

@ -1,15 +1,15 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
#pragma once #pragma once
// FE includes // FF includes
#include "UnrealFightingEngine/IFESystemInterface.h" #include "UnrealFightingFramework/IFFSystemInterface.h"
// UE includes // UE includes
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Components/ActorComponent.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 * 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. * This component also calls the appropriate state logic when a state is changed or the component ticks.
*/ */
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class UNREALFIGHTINGENGINE_API UFEStateMachineComponent : public UActorComponent, public IFESystemInterface class UNREALFIGHTINGFRAMEWORK_API UFFStateMachineComponent : public UActorComponent, public IFFSystemInterface
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
UFEStateMachineComponent(); UFFStateMachineComponent();
/** /**
* Creates and adds default states and enters the first state * 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 * @return A pointer to the state that was added or nullptr if there was an issue adding or creating the state
*/ */
UFEState* AddState(TSubclassOf<UFEState> StateClassToAdd); UFFState* AddState(TSubclassOf<UFFState> StateClassToAdd);
/** /**
* Creates an instance of the state classes and adds newly created states to this state machine. * 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 * @param StateClassesToAdd Array of state class types to be added to this state machine
*/ */
void AddStates(const TArray<TSubclassOf<UFEState>>& StateClassesToAdd); void AddStates(const TArray<TSubclassOf<UFFState>>& StateClassesToAdd);
/** /**
* Destroys the state with corresponding name and removes it from this state machine. * 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 * 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 * Returns the name of the current state
@ -74,9 +74,9 @@ public:
UFUNCTION(BlueprintPure) UFUNCTION(BlueprintPure)
FName GetCurrentStateName() const; FName GetCurrentStateName() const;
// IFESystemInterface interface // IFFSystemInterface interface
virtual void FixedTick(float OneFrame) override; virtual void FixedTick(float OneFrame) override;
// End of IFESystemInterface interface // End of IFFSystemInterface interface
protected: protected:
/** /**
@ -96,21 +96,21 @@ protected:
/** /**
* States classes to create and add to this state machine when the game starts * States classes to create and add to this state machine when the game starts
*/ */
UPROPERTY(EditDefaultsOnly, Category="UFE|State Machine") UPROPERTY(EditDefaultsOnly, Category="UFF|State Machine")
TArray<TSubclassOf<UFEState>> DefaultStates; TArray<TSubclassOf<UFFState>> DefaultStates;
/** Current active state for this state machine */ /** Current active state for this state machine */
UPROPERTY(BlueprintReadOnly) UPROPERTY(BlueprintReadOnly)
UFEState* CurrentState; UFFState* CurrentState;
// States that have been added // States that have been added
UPROPERTY(BlueprintReadOnly) UPROPERTY(BlueprintReadOnly)
TArray<UFEState*> States; TArray<UFFState*> States;
/** /**
* Returns the state with corresponding name * Returns the state with corresponding name
*/ */
UFEState* FindStateWithName(FName StateName); UFFState* FindStateWithName(FName StateName);
// UActorComponent interface // UActorComponent interface
virtual void BeginPlay() override; virtual void BeginPlay() override;

View File

@ -1,10 +1,10 @@
// Unreal Fighting Engine by Kevin Poretti // Unreal Fighting Framework by Kevin Poretti
using UnrealBuildTool; 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; PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

View File

@ -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;
}

View File

@ -3,7 +3,7 @@
#pragma once #pragma once
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "UnrealFightingEngineBPLibrary.generated.h" #include "UnrealFightingFrameworkBPLibrary.generated.h"
/* /*
* Function library class. * Function library class.
@ -23,10 +23,10 @@
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation * https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/ */
UCLASS() UCLASS()
class UUnrealFightingEngineBPLibrary : public UBlueprintFunctionLibrary class UUnrealFightingFrameworkBPLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingEngine sample test testing"), Category = "UnrealFightingEngineTesting") UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFightingFramework sample test testing"), Category = "UnrealFightingFrameworkTesting")
static float UnrealFightingEngineSampleFunction(float Param); static float UnrealFightingFrameworkSampleFunction(float Param);
}; };

View File

@ -1,16 +1,16 @@
// Copyright Epic Games, Inc. All Rights Reserved. // 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 // 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, // 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. // we call this function before unloading the module.
@ -19,4 +19,4 @@ void FUnrealFightingEngineModule::ShutdownModule()
#undef LOCTEXT_NAMESPACE #undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FUnrealFightingEngineModule, UnrealFightingEngine) IMPLEMENT_MODULE(FUnrealFightingFrameworkModule, UnrealFightingFramework)

View File

@ -4,7 +4,7 @@
#include "Modules/ModuleManager.h" #include "Modules/ModuleManager.h"
class FUnrealFightingEngineModule : public IModuleInterface class FUnrealFightingFrameworkModule : public IModuleInterface
{ {
public: public:

View File

@ -2,7 +2,7 @@
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "1.0", "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.", "Description": "This library provides actors, components, and other general data structures that are useful for developing character action or fighting games.",
"Category": "Other", "Category": "Other",
"CreatedBy": "Kevin Poretti", "CreatedBy": "Kevin Poretti",
@ -16,7 +16,7 @@
"Installed": false, "Installed": false,
"Modules": [ "Modules": [
{ {
"Name": "UnrealFightingEngine", "Name": "UnrealFightingFramework",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "PreLoadingScreen" "LoadingPhase": "PreLoadingScreen"
} }