Add convAI plugin
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17
ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEUWBase.h
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ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEUWBase.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EditorUtilityWidget.h"
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#include "ConvaiEUWBase.generated.h"
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/**
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*
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*/
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UCLASS(Abstract)
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class CONVAIEDITOR_API UConvaiEUWBase : public UEditorUtilityWidget
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{
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GENERATED_BODY()
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};
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39
ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEditor.h
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ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEditor.h
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// Copyright 2022 Convai Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "IDetailCustomization.h"
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#include "Modules/ModuleManager.h"
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class FToolBarBuilder;
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class FMenuBuilder;
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class FConvaiEditorModule : 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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class FConvaiEditorSettingsCustomization : public IDetailCustomization
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{
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public:
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static TSharedRef<IDetailCustomization> MakeInstance();
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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private:
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FReply OnSpawnTabClicked();
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};
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52
ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEditorUtils.h
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ConvAI/Convai/Source/ConvaiEditor/Public/ConvaiEditorUtils.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "ConvaiDefinitions.h"
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#include "ConvaiEditorUtils.generated.h"
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/**
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*
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*/
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UCLASS()
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class CONVAIEDITOR_API UConvaiEditorUtils : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Convai|LTM")
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static void ConvaiAddSpeakerID(const FConvaiSpeakerInfo& Speaker);
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UFUNCTION(BlueprintCallable, Category = "Convai|LTM")
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static void ConvaiRemoveSpeakerID(const FString& SpeakerID);
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//UFUNCTION(BlueprintCallable, Category = "Convai|LTM")
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static void RefreshConvaiSettings();
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// ---------------------------------CCPack---------------------------------------------------------------------
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/**
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* Begins a transaction in the editor and retrieves the currently selected assets.
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*
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* @param Context A string describing the context of the transaction.
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* @param Description A text description of the transaction.
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* @return An array of selected assets as UObject references.
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*/
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UFUNCTION(BlueprintCallable, Category = "Convai|Editor")
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static TArray<UObject*> BeginTransactionAndGetSelectedAssets(const FString& Context, const FText& Description);
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/**
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* Saves the loaded assets and ends the current transaction.
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* @param LoadedAssets An array of assets to save.
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*/
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UFUNCTION(BlueprintCallable, Category = "Convai|Editor")
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static void SaveLoadedAssetAndEndTransaction(const TArray<UObject*>& LoadedAssets);
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// ---------------------------------END CCPack---------------------------------------------------------------------
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};
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