Change name of plugin from fixed point to fixed math
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@ -1,4 +1,4 @@
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# UnrealFixedPoint
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# UnrealFixedMath
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A fixed point math library for Unreal Engine.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnrealFixedPoint.h"
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#include "UnrealFixedMath.h"
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#define LOCTEXT_NAMESPACE "FUnrealFixedPointModule"
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#define LOCTEXT_NAMESPACE "FUnrealFixedMathModule"
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void FUnrealFixedPointModule::StartupModule()
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void FUnrealFixedMathModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FUnrealFixedPointModule::ShutdownModule()
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void FUnrealFixedMathModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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@ -19,4 +19,4 @@ void FUnrealFixedPointModule::ShutdownModule()
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FUnrealFixedPointModule, UnrealFixedPoint)
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IMPLEMENT_MODULE(FUnrealFixedMathModule, UnrealFixedMath)
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16
Source/UnrealFixedMath/Private/UnrealFixedMathBPLibrary.cpp
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16
Source/UnrealFixedMath/Private/UnrealFixedMathBPLibrary.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnrealFixedMathBPLibrary.h"
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#include "UnrealFixedMath.h"
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UUnrealFixedMathBPLibrary::UUnrealFixedMathBPLibrary(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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float UUnrealFixedMathBPLibrary::UnrealFixedMathSampleFunction(float Param)
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{
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return -1;
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}
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@ -1,4 +1,4 @@
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// UnrealFixedPoint Copyright Kevin Poretti
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// UnrealFixedMath Copyright Kevin Poretti
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#pragma once
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@ -9,7 +9,7 @@
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*
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*/
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USTRUCT(BlueprintType)
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struct UNREALFIXEDPOINT_API FFixed
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struct UNREALFIXEDMATH_API FFixed
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{
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GENERATED_BODY()
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@ -4,7 +4,7 @@
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#include "Modules/ModuleManager.h"
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class FUnrealFixedPointModule : public IModuleInterface
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class FUnrealFixedMathModule : public IModuleInterface
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{
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public:
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@ -3,7 +3,7 @@
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UnrealFixedPointBPLibrary.generated.h"
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#include "UnrealFixedMathBPLibrary.generated.h"
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/*
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* Function library class.
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@ -23,10 +23,10 @@
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* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
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*/
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UCLASS()
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class UUnrealFixedPointBPLibrary : public UBlueprintFunctionLibrary
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class UUnrealFixedMathBPLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFixedPoint sample test testing"), Category = "UnrealFixedPointTesting")
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static float UnrealFixedPointSampleFunction(float Param);
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFixedMath sample test testing"), Category = "UnrealFixedMathTesting")
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static float UnrealFixedMathSampleFunction(float Param);
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};
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@ -1,10 +1,10 @@
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// Some copyright should be here...
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// UnrealFixedMath Copyright Kevin Poretti
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using UnrealBuildTool;
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public class UnrealFixedPoint : ModuleRules
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public class UnrealFixedMath : ModuleRules
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{
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public UnrealFixedPoint(ReadOnlyTargetRules Target) : base(Target)
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public UnrealFixedMath(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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@ -1,16 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnrealFixedPointBPLibrary.h"
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#include "UnrealFixedPoint.h"
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UUnrealFixedPointBPLibrary::UUnrealFixedPointBPLibrary(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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float UUnrealFixedPointBPLibrary::UnrealFixedPointSampleFunction(float Param)
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{
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return -1;
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}
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@ -2,7 +2,7 @@
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "UnrealFixedPoint",
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"FriendlyName": "Unreal Fixed Math",
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"Description": "This library provides a fixed point number primitive with corresponding data types that are useful for game development (i.e. vector, rotator, transform).",
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"Category": "Math",
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"CreatedBy": "Kevin Poretti",
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@ -16,7 +16,7 @@
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"Installed": false,
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"Modules": [
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{
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"Name": "UnrealFixedPoint",
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"Name": "UnrealFixedMath",
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"Type": "Runtime",
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"LoadingPhase": "PreLoadingScreen"
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}
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