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Initial Commit (4.20)
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Config/DefaultEditor.ini

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Config/DefaultEngine.ini

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[URL]
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Example_Map.Example_Map
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GameDefaultMap=/Game/Example_Map.Example_Map
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TransitionMap=/Game/Example_Map.Example_Map
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ServerDefaultMap=/Game/Example_Map.Example_Map
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[/Script/Engine.PhysicsSettings]
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DefaultGravityZ=-980.000000
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DefaultTerminalVelocity=4000.000000
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DefaultFluidFriction=0.300000
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SimulateScratchMemorySize=262144
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RagdollAggregateThreshold=4
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TriangleMeshTriangleMinAreaThreshold=5.000000
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bEnableAsyncScene=False
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bEnableShapeSharing=False
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bEnablePCM=True
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bEnableStabilization=False
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bWarnMissingLocks=True
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bEnable2DPhysics=False
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PhysicErrorCorrection=(PingExtrapolation=0.100000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
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LockedAxis=Invalid
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DefaultDegreesOfFreedom=Full3D
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BounceThresholdVelocity=200.000000
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FrictionCombineMode=Average
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RestitutionCombineMode=Average
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MaxAngularVelocity=3600.000000
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MaxDepenetrationVelocity=0.000000
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ContactOffsetMultiplier=0.020000
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MinContactOffset=2.000000
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MaxContactOffset=8.000000
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bSimulateSkeletalMeshOnDedicatedServer=True
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DefaultShapeComplexity=CTF_UseSimpleAndComplex
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bDefaultHasComplexCollision=True
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bSuppressFaceRemapTable=False
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bSupportUVFromHitResults=False
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bDisableActiveActors=False
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bDisableKinematicStaticPairs=False
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bDisableKinematicKinematicPairs=False
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bDisableCCD=False
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bEnableEnhancedDeterminism=False
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MaxPhysicsDeltaTime=0.033333
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bSubstepping=False
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bSubsteppingAsync=False
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MaxSubstepDeltaTime=0.016667
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MaxSubsteps=6
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SyncSceneSmoothingFactor=0.000000
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AsyncSceneSmoothingFactor=0.990000
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InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=10
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DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
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Config/DefaultGame.ini

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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=DC888C50417B38B78EA238A1697D17E7
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Content/Example_Map.umap

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{"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "Procedural Tree Component",
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"Description": "",
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"Category": "Rendering",
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"CreatedBy": "Elhoussine Mehnik",
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"CreatedByURL": "http://ue4resources.com/",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "https://twitter.com/HoussineMehnik",
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"CanContainContent": false,
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"EnabledByDefault": 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" : "ProceduralTree",
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"Type" : "Runtime",
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"LoadingPhase" : "Default"
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},
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{
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"Name" : "ProceduralTreeEditor",
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"Type" : "Editor",
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"LoadingPhase" : "Default"
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}
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]
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}
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// Copyright 2018 Elhoussine Mehnik (Mhousse1247). All Rights Reserved.
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//******************* http://ue4resources.com/ *********************//
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#include "ProceduralTreeModule.h"
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class FProceduralTreeModule : public IProceduralTreeModule
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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( FProceduralTreeModule, ProceduralTree)
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void FProceduralTreeModule::StartupModule()
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{
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}
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void FProceduralTreeModule::ShutdownModule()
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{
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}
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// Copyright 2018 Elhoussine Mehnik (Mhousse1247). All Rights Reserved.
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//******************* http://ue4resources.com/ *********************//
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#pragma once
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#include "CoreMinimal.h"
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#include "Stats/Stats.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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DECLARE_STATS_GROUP(TEXT("ProceduralTree"), STATGROUP_ProceduralTreeMesh, STATCAT_Advanced);

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