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First commit for BFME Launcher source code. Mods directory containing patches and structure for JSON loading not yet uploaded at request of GameReplays.

These may become available at a later date.
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Loriborn committed Feb 13, 2022
1 parent d53ce67 commit 1096603
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Showing 107 changed files with 16,319 additions and 1 deletion.
4 changes: 3 additions & 1 deletion .gitignore
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DerivedDataCache
Intermediate
Saved
mods
.vscode
.vs
*.VC.db
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*.sln
*.suo
*.xcodeproj
*.xcworkspace
*.xcworkspace
*.big
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29 changes: 29 additions & 0 deletions Plugins/FileSystemLibrary/FileSystemLibrary.uplugin
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "FileSystemLibrary",
"Description": "Open, Save, Copy, Move and delete files and directories in tranquillity!",
"Category": "File System",
"CreatedBy": "LambdaWorks",
"CreatedByURL": "www.samuelmetters.co.uk/filesystemlibrary",
"DocsURL": "www.samuelmetters.co.uk/filesystemlibrary",
"MarketplaceURL": "https://www.unrealengine.com/marketplace/en-US/product/c8061306eb9b4518ad9183e8a27bee04",
"SupportURL": "www.lambdaworks.co.uk",
"EngineVersion": "4.25.0",
"CanContainContent": true,
"Installed": true,
"Modules": [
{
"Name": "FileSystemLibrary",
"Type": "Runtime",
"LoadingPhase": "PreLoadingScreen",
"WhitelistPlatforms": [
"Win64",
"Win32",
"Mac",
"Linux"
]
}
]
}
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// Copyright Lambda Works, Samuel Metters 2019. All rights reserved.

using UnrealBuildTool;

public class FileSystemLibrary : ModuleRules
{
public FileSystemLibrary(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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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
// Copyright Lambda Works, Samuel Metters 2019. All rights reserved.


#include "DialogManager.h"

DialogManager::DialogManager()
{
}

DialogManager::~DialogManager()
{
}

bool DialogManager::OpenFileDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, bool MultipleFiles, TArray<FString>& OutFilenames)
{


return false;
}

bool DialogManager::SaveFileDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, bool MultipleFiles, TArray<FString>& OutFilenames)
{
return false;
}

bool DialogManager::OpenDirectoryDialog(const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, FString& OutFolderName)
{
return false;
}

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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
// Copyright Lambda Works, Samuel Metters 2019. All rights reserved.

#include "FileSystemLibrary.h"

#define LOCTEXT_NAMESPACE "FFileSystemLibraryModule"

void FFileSystemLibraryModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module

}

void FFileSystemLibraryModule::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(FFileSystemLibraryModule, FileSystemLibrary)
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
// Copyright Lambda Works, Samuel Metters 2019. All rights reserved.

#include "FileSystemLibraryBPLibrary.h"
#include "FileSystemLibrary.h"

UFileSystemLibraryBPLibrary::UFileSystemLibraryBPLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{

}

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