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chore: Agora tem c++ nessa coisa
1 parent 10dfcf5 commit 3878c5a

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MyProject.code-workspace

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{
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"folders": [
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{
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"name": "MyProject",
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"path": "."
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},
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{
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"name": "UE4",
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"path": "C:\\Program Files\\Epic Games\\UE_4.25"
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}
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],
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"settings": {
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"typescript.tsc.autoDetect": "off"
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},
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"extensions": {
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"recommendations": [
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"ms-vscode.cpptools",
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"ms-dotnettools.csharp"
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]
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}
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}

MyProject.uproject

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"EngineAssociation": "4.25",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "MyProject",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "MultiUserClient",

Source/MyProject.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 MyProjectTarget : TargetRules
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{
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public MyProjectTarget(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[] { "MyProject" } );
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}
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}

Source/MyProject/MyProject.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 MyProject : ModuleRules
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{
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public MyProject(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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}

Source/MyProject/MyProject.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyProject.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyProject, "MyProject" );

Source/MyProject/MyProject.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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Source/MyProject/Private/MyClass.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyClass.h"
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MyClass::MyClass()
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{
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}
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MyClass::~MyClass()
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{
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}

Source/MyProject/Private/MyClass.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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/**
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*
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*/
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class MyClass
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{
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public:
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MyClass();
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~MyClass();
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};

Source/MyProjectEditor.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 MyProjectEditorTarget : TargetRules
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{
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public MyProjectEditorTarget(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[] { "MyProject" } );
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}
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}

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