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.gitignore

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Binaries
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DerivedDataCache
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Intermediate
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Saved
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Build
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Content/Asset
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Content/StarterContent
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Content/AnimStarterPack
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Content/MixamoAnimPack
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Content/MovementAnimsetPro
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Content/Maps
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Content/Map
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*.sdf
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*.sln
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*.suo
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*.opensdf
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*.opendb
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*.db
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/Content/GTFreeMaterials
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/Content/Demo/Environment
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/Content/Vehicles
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/docs/sphinx-build-result
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/.vs

GenericGraph.uplugin

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{
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"FileVersion" : 3,
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"Version" : 1,
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"VersionName" : "1.0",
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"FriendlyName" : "Generic Graph Plugin",
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"Description" : "",
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"Category" : "GenericGraph",
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"CreatedBy" : "jinyuliao",
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"CreatedByURL" : "",
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"DocsURL" : "",
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"MarketplaceURL" : "",
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"SupportURL" : "",
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"EnabledByDefault" : true,
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"CanContainContent" : true,
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"IsBetaVersion" : false,
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"Installed" : false,
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"Modules" :
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[
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{
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"Name" : "GenericGraphRuntime",
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"Type" : "Runtime",
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"LoadingPhase" : "PreDefault"
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},
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{
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"Name" : "GenericGraphEditor",
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"Type" : "Editor",
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"LoadingPhase" : "Default"
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}
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]
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}

Resources/Icon128.png

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#pragma once
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#include "GenericGraphFactory.generated.h"
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UCLASS()
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class GENERICGRAPHEDITOR_API UGenericGraphFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UGenericGraphFactory();
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virtual ~UGenericGraphFactory();
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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};
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class GenericGraphEditor : ModuleRules
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{
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public GenericGraphEditor(TargetInfo Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"GenericGraphEditor/Private",
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"UnrealEd",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"GenericGraphRuntime"
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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}
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GenericGraphEditorPrivatePCH.h"
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DEFINE_LOG_CATEGORY(GenericGraphEditor)
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class FGenericGraphEditor : public IGenericGraphEditor
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{
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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IMPLEMENT_MODULE( FGenericGraphEditor, UGenericGraphEditor )
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void FGenericGraphEditor::StartupModule()
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{
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int a = 1;
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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}
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void FGenericGraphEditor::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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}
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "CoreUObject.h"
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#include "UnrealEd.h"
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#include "GenericGraph.h"
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// You should place include statements to your module's private header files here. You only need to
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// add includes for headers that are used in most of your module's source files though.
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#include "IGenericGraphEditor.h"
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#define LOG_WARNING(FMT, ...) UE_LOG(GenericGraphEditor, Warning, (FMT), ##__VA_ARGS__)
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#include "GenericGraphEditorPrivatePCH.h"
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#include "GenericGraphFactory.h"
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#define LOCTEXT_NAMESPACE "GenericGraph"
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UGenericGraphFactory::UGenericGraphFactory()
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{
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bCreateNew = true;
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bEditAfterNew = true;
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SupportedClass = UGenericGraph::StaticClass();
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}
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UGenericGraphFactory::~UGenericGraphFactory()
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{
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}
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UObject* UGenericGraphFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UObject>(InParent, Class, Name, Flags | RF_Transactional);
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// UDepGenericGraph* NewObjectAsset = ConstructObject(Class, InParent, Name, Flags | RF_Transactional);
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// return NewObjectAsset;
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}
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#undef LOCTEXT_NAMESPACE
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleManager.h"
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DECLARE_LOG_CATEGORY_EXTERN(GenericGraphEditor, Log, All);
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/**
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* The public interface to this module
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*/
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class IGenericGraphEditor : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static IGenericGraphEditor& Get()
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{
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return FModuleManager::LoadModuleChecked< IGenericGraphEditor >( "GenericGraphEditor" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded( "GenericGraphEditor" );
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}
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};
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#pragma once
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#include "GenericGraphNode.h"
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#include "GenericGraph.generated.h"
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UCLASS(Blueprintable)
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class GENERICGRAPHRUNTIME_API UGenericGraph : public UObject
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{
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GENERATED_BODY()
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public:
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UGenericGraph();
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virtual ~UGenericGraph();
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UPROPERTY(EditAnywhere, Category = "GenericGraph")
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TSubclassOf<UGenericGraphNode> NodeType;
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UPROPERTY(EditAnywhere, Category = "GenericGraph")
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FString Name;
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};
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#pragma once
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#include "GenericGraphNode.generated.h"
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UCLASS(Blueprintable)
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class GENERICGRAPHRUNTIME_API UGenericGraphNode : public UObject
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{
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GENERATED_BODY()
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public:
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UGenericGraphNode();
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virtual ~UGenericGraphNode();
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};
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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namespace UnrealBuildTool.Rules
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{
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public class GenericGraphRuntime : ModuleRules
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{
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public GenericGraphRuntime(TargetInfo Target)
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{
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"GenericGraphRuntime/Private",
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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}
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#include "GenericGraphRuntimePrivatePCH.h"
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#include "GenericGraph.h"
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#define LOCTEXT_NAMESPACE "GenericGraph"
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UGenericGraph::UGenericGraph()
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{
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NodeType = UGenericGraphNode::StaticClass();
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}
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UGenericGraph::~UGenericGraph()
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{
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}
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#undef LOCTEXT_NAMESPACE
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#include "GenericGraphRuntimePrivatePCH.h"
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#include "GenericGraphNode.h"
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#define LOCTEXT_NAMESPACE "GenericGraphNode"
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UGenericGraphNode::UGenericGraphNode()
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{
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}
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UGenericGraphNode::~UGenericGraphNode()
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{
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}
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#undef LOCTEXT_NAMESPACE
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GenericGraphRuntimePrivatePCH.h"
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DEFINE_LOG_CATEGORY(GenericGraphRuntime)
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class FGenericGraphRuntime : public IGenericGraphRuntime
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{
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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IMPLEMENT_MODULE( FGenericGraphRuntime, UGenericGraphRuntime )
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void FGenericGraphRuntime::StartupModule()
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{
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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}
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void FGenericGraphRuntime::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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}
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "CoreUObject.h"
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// You should place include statements to your module's private header files here. You only need to
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// add includes for headers that are used in most of your module's source files though.
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#include "IGenericGraphRuntime.h"
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#define LOG_WARNING(FMT, ...) UE_LOG(GenericGraphRuntime, Warning, (FMT), ##__VA_ARGS__)

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