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Commit 2cc785ce authored by Kris Tabea Helwig's avatar Kris Tabea Helwig
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# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/*/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
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# RWTH VR Quick Start
The **RWTH VR Quick Start** contains most frequently used assets when quickly bringing a project onto the cave. It has dependencies onto the **RWTH VR Toolkit** and the **RWTH VR Cluster Plugin**.
You can find the **RWTH VR Toolkit** [here](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-toolkit).
You can find the **RWTH VR ClusterPlugin** [here](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin).
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "RWTH VR Quick Start",
"Description": "",
"Category": "Other",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "RWTHVRQuickStart",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}
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Resources/Icon128.png

12.4 KiB

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RWTHVRQuickStart.h"
#define LOCTEXT_NAMESPACE "FRWTHVRQuickStartModule"
void FRWTHVRQuickStartModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FRWTHVRQuickStartModule::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.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FRWTHVRQuickStartModule, RWTHVRQuickStart)
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FRWTHVRQuickStartModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class RWTHVRQuickStart : ModuleRules
{
public RWTHVRQuickStart(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
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