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| // add this code to your StartupModule() function of your EDITOR module | |
| // if it doesnt work, try setting loading phase to "postdefault" -- no idea if this will produce side effects though. | |
| // basically idea is looping all CDOs (i.e. UClasses) and their properties, getting their "category" meta value and registering them to | |
| // property sections | |
| FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor"); | |
| static constexpr bool bAddSubcategories = false; // you probably want this to be false | |
| auto ProcessCategory = [&PropertyModule](const FName ClassName, const FString& Category) |
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| #include "AsyncMoveTo.h" | |
| #include "AIController.h" | |
| #include "AISystem.h" | |
| #include "NavigationSystem.h" | |
| #include "Logging/MessageLog.h" | |
| #include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncMoveTo) | |
| DEFINE_LOG_CATEGORY_STATIC(AsyncMoveTo, Warning, All); |
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| // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. | |
| using System; | |
| using UnrealBuildTool; | |
| using System.Diagnostics; | |
| public class BuildScriptUtils | |
| { | |
| // Runs p4.exe to determine the current changelist | |
| // Returns true if it could determine the changelist, false if not |
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| static const FString RootName = "SGameLayerManager"; | |
| bool IsOverUIElement() | |
| { | |
| FVector2D CursorPos = FSlateApplication::Get().GetCursorPos(); | |
| FWidgetPath WidgetPath = FSlateApplication::Get().LocateWindowUnderMouse( CursorPos, FSlateApplication::Get().GetInteractiveTopLevelWindows() ); | |
| if ( WidgetPath.IsValid() ) | |
| { | |
| const FArrangedChildren::FArrangedWidgetArray& AllArrangedWidgets = WidgetPath.Widgets.GetInternalArray(); |
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| { | |
| "cmd": [ | |
| // Default path for UE 5 | |
| "C:/Program Files/Epic Games/UE_5.0/Engine/Build/BatchFiles/Build.bat", | |
| // Build configuration is set to "Development" by default | |
| "Development", | |
| // The platform is set to Win64 by default | |
| "Win64", | |
| "-Project", | |
| // The Sublime project name must match the Unreal project filename |
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