Created VRGAS and VRUtils base plugins
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "VRGAS.h"
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#define LOCTEXT_NAMESPACE "FVRGASModule"
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void FVRGASModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FVRGASModule::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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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FVRGASModule, VRGAS)
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class FVRGASModule : public IModuleInterface
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{
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public:
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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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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class VRGAS : ModuleRules
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{
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public VRGAS(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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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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// ... 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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"EnhancedInput",
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"GameplayAbilities",
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"GameplayTags",
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"GameplayTasks"
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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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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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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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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "VRGAS",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "Vagabond Rose Interactive",
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"CreatedByURL": "https://vagabondrose.com/",
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"DocsURL": "",
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"MarketplaceURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "VRGAS",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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]
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}
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "VRUtils.h"
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#define LOCTEXT_NAMESPACE "FVRUtilsModule"
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void FVRUtilsModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FVRUtilsModule::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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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FVRUtilsModule, VRUtils)
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "VRUtilsBPLibrary.h"
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#include "VRUtils.h"
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UVRUtilsBPLibrary::UVRUtilsBPLibrary(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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class FVRUtilsModule : public IModuleInterface
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{
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public:
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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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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "VRUtilsBPLibrary.generated.h"
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/*
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* Function library class.
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* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
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*
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* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
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* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
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* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
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* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
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* Its lets you name the node using characters not allowed in C++ function names.
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* CompactNodeTitle - the word(s) that appear on the node.
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* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
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* Good example is "Print String" node which you can find also by using keyword "log".
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* Category - the category your node will be under in the Blueprint drop-down menu.
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*
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* For more info on custom blueprint nodes visit documentation:
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* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
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*/
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UCLASS()
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class UVRUtilsBPLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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};
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// Some copyright should be here...
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using UnrealBuildTool;
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public class VRUtils : ModuleRules
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{
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public VRUtils(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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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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// ... 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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// ... 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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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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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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@ -0,0 +1,23 @@
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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": "VRUtils",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "Vagabond Rose Interactive",
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"CreatedByURL": "https://vagabondrose.com/",
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"DocsURL": "",
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"MarketplaceURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "VRUtils",
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"Type": "Runtime",
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"LoadingPhase": "PreLoadingScreen"
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}
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]
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}
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"TargetAllowList": [
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"Editor"
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]
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},
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{
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"Name": "VRGAS",
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"Enabled": true
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},
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{
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"Name": "VRUtils",
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"Enabled": true
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}
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]
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}
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