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91 changes: 91 additions & 0 deletions UE5/Cpp/G3NTs/.editorconfig
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[*.{cpp,h}]

# Naming convention rules (note: currently need to be ordered from more to less specific)

cpp_naming_rule.aactor_prefixed.symbols = aactor_class
cpp_naming_rule.aactor_prefixed.style = aactor_style

cpp_naming_rule.swidget_prefixed.symbols = swidget_class
cpp_naming_rule.swidget_prefixed.style = swidget_style

cpp_naming_rule.uobject_prefixed.symbols = uobject_class
cpp_naming_rule.uobject_prefixed.style = uobject_style

cpp_naming_rule.booleans_prefixed.symbols = boolean_vars
cpp_naming_rule.booleans_prefixed.style = boolean_style

cpp_naming_rule.structs_prefixed.symbols = structs
cpp_naming_rule.structs_prefixed.style = unreal_engine_structs

cpp_naming_rule.enums_prefixed.symbols = enums
cpp_naming_rule.enums_prefixed.style = unreal_engine_enums

cpp_naming_rule.templates_prefixed.symbols = templates
cpp_naming_rule.templates_prefixed.style = unreal_engine_templates

cpp_naming_rule.general_names.symbols = all_symbols
cpp_naming_rule.general_names.style = unreal_engine_default

# Naming convention symbols

cpp_naming_symbols.aactor_class.applicable_kinds = class
cpp_naming_symbols.aactor_class.applicable_type = AActor

cpp_naming_symbols.swidget_class.applicable_kinds = class
cpp_naming_symbols.swidget_class.applicable_type = SWidget

cpp_naming_symbols.uobject_class.applicable_kinds = class
cpp_naming_symbols.uobject_class.applicable_type = UObject

cpp_naming_symbols.boolean_vars.applicable_kinds = local,parameter,field
cpp_naming_symbols.boolean_vars.applicable_type = bool

cpp_naming_symbols.enums.applicable_kinds = enum

cpp_naming_symbols.templates.applicable_kinds = template_class

cpp_naming_symbols.structs.applicable_kinds = struct

cpp_naming_symbols.all_symbols.applicable_kinds = *

# Naming convention styles

cpp_naming_style.unreal_engine_default.capitalization = pascal_case
cpp_naming_style.unreal_engine_default.required_prefix =
cpp_naming_style.unreal_engine_default.required_suffix =
cpp_naming_style.unreal_engine_default.word_separator =

cpp_naming_style.unreal_engine_enums.capitalization = pascal_case
cpp_naming_style.unreal_engine_enums.required_prefix = E
cpp_naming_style.unreal_engine_enums.required_suffix =
cpp_naming_style.unreal_engine_enums.word_separator =

cpp_naming_style.unreal_engine_templates.capitalization = pascal_case
cpp_naming_style.unreal_engine_templates.required_prefix = T
cpp_naming_style.unreal_engine_templates.required_suffix =
cpp_naming_style.unreal_engine_templates.word_separator =

cpp_naming_style.unreal_engine_structs.capitalization = pascal_case
cpp_naming_style.unreal_engine_structs.required_prefix = F
cpp_naming_style.unreal_engine_structs.required_suffix =
cpp_naming_style.unreal_engine_structs.word_separator =

cpp_naming_style.uobject_style.capitalization = pascal_case
cpp_naming_style.uobject_style.required_prefix = U
cpp_naming_style.uobject_style.required_suffix =
cpp_naming_style.uobject_style.word_separator =

cpp_naming_style.aactor_style.capitalization = pascal_case
cpp_naming_style.aactor_style.required_prefix = A
cpp_naming_style.aactor_style.required_suffix =
cpp_naming_style.aactor_style.word_separator =

cpp_naming_style.swidget_style.capitalization = pascal_case
cpp_naming_style.swidget_style.required_prefix = S
cpp_naming_style.swidget_style.required_suffix =
cpp_naming_style.swidget_style.word_separator =

cpp_naming_style.boolean_style.capitalization = pascal_case
cpp_naming_style.boolean_style.required_prefix = b
cpp_naming_style.boolean_style.required_suffix =
cpp_naming_style.boolean_style.word_separator =
2 changes: 2 additions & 0 deletions UE5/Cpp/G3NTs/.gitattributes
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# Auto detect text files and perform LF normalization
* text=auto
74 changes: 74 additions & 0 deletions UE5/Cpp/G3NTs/.gitignore
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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/*
13 changes: 13 additions & 0 deletions UE5/Cpp/G3NTs/.vsconfig
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{
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows10SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",
"Microsoft.VisualStudio.Workload.NativeGame"
]
}
11 changes: 11 additions & 0 deletions UE5/Cpp/G3NTs/Config/DefaultEditor.ini
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[UnrealEd.SimpleMap]
SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap

[EditoronlyBP]
bAllowClassAndBlueprintPinMatching=true
bReplaceBlueprintWithClass= true
bDontLoadBlueprintOutsideEditor= true
bBlueprintIsNotBlueprintType= true

[/Script/AdvancedPreviewScene.SharedProfiles]

2 changes: 2 additions & 0 deletions UE5/Cpp/G3NTs/Config/DefaultEditorPerProjectUserSettings.ini
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[ContentBrowser]
ContentBrowserTab1.SelectedPaths=/Game/FirstPerson
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