From 2d23706f87d47c11f41540c20e9443297c960620 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9mie=20GABOLDE?= Date: Mon, 6 Nov 2023 02:01:23 +0100 Subject: [PATCH] ue5 project files --- AssetSources/MM_Detail_TinyCraters.ptex | 419 +++++++++ .../SFX/SD_SFX_GrapplingHook_Coiled.wav | 3 + .../SFX/SD_SFX_GrapplingHook_Launch.wav | 3 + .../SFX/SD_SFX_GrapplingHook_Pull_Loop.wav | 3 + .../SFX/SD_SFX_GrapplingHook_Pull_Start.wav | 3 + .../SFX/SD_SFX_GrapplingHook_Ready.wav | 3 + .../SFX/SD_SFX_GrapplingHook_Release.wav | 3 + AssetSources/SKM_GrapplingHook.blend | 3 + AssetSources/SKM_GrapplingHook_Claws.fbx | 3 + AssetSources/SKM_GrapplingHook_LaunchRope.fbx | 3 + AssetSources/SKM_GrapplingHook_Launcher.fbx | 3 + AssetSources/SKM_LaunchRope.blend | 3 + AssetSources/SKM_LaunchRope.fbx | 3 + AssetSources/SKM_TPL_AlienBug.blend | 3 + AssetSources/STM_Arc_M.fbx | 3 + AssetSources/STM_Archi.fbx | 3 + AssetSources/STM_Balloon.fbx | 3 + AssetSources/STM_Barrier.fbx | 3 + AssetSources/STM_Barrier_Pyramind.fbx | 3 + AssetSources/STM_Beam.fbx | 3 + AssetSources/STM_Beam_Cable.fbx | 3 + AssetSources/STM_BuildingBlock_01.fbx | 3 + AssetSources/STM_Building_L.fbx | 3 + AssetSources/STM_DroneShip.blend | 3 + AssetSources/STM_DroneShip.fbx | 3 + AssetSources/STM_Facade_Hyperbola.fbx | 3 + AssetSources/STM_Facade_Serrated_01.fbx | 3 + AssetSources/STM_Facade_Serrated_02.fbx | 3 + AssetSources/STM_Facade_Serrated_03.fbx | 3 + AssetSources/STM_Facade_Serrated_04.fbx | 3 + AssetSources/STM_Facade_Serrated_05.fbx | 3 + AssetSources/STM_Facade_Serrated_06.fbx | 3 + AssetSources/STM_HoneyComb.fbx | 3 + AssetSources/STM_Pier_Hammer.fbx | 3 + AssetSources/STM_Pier_Hyperbola_XL.fbx | 3 + AssetSources/STM_Pier_L.fbx | 3 + AssetSources/STM_Pier_Ramp_M.fbx | 3 + AssetSources/STM_Pier_Ramp_S.fbx | 3 + AssetSources/STM_Pier_Simple.fbx | 3 + AssetSources/STM_Pier_zigzag.fbx | 3 + AssetSources/STM_Pillar_T.fbx | 3 + AssetSources/STM_Pillar_V.fbx | 3 + 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Content/Environment/STM_Tower_Arrow.uasset | 3 + .../Environment/ST_PlanetInnerLayer.uasset | 3 + .../ST_PlanetStructure_CityBounds.uasset | 3 + .../ST_PlanetStructure_OuterLayer.uasset | 3 + Content/LevelDesign/BP_Arrow.uasset | 3 + Content/LevelDesign/BP_Orbit_Mesh.uasset | 3 + Content/LevelDesign/BP_SplineMesh.uasset | 3 + .../LevelDesign/ENU_SplineMesh_Type.uasset | 3 + Content/LevelDesign/EWBP_SnapTranform.uasset | 3 + Content/Maps/LVL_GravityPlanet.umap | 3 + Content/Maps/LVL_GravityTestWorld.umap | 3 + .../PawnControl/BP_Gamemode_Gravity.uasset | 3 + Content/PawnControl/Drone/BP_Drone.uasset | 3 + .../Player/BP_Gamemode_Gravity.uasset | 3 + .../Player/BP_Pawn_GravityCharacter.uasset | 3 + .../Player/Input/Actions/IA_Jump.uasset | 3 + .../Player/Input/Actions/IA_Look.uasset | 3 + .../Player/Input/Actions/IA_Move.uasset | 3 + .../Player/Input/Actions/IA_Reset.uasset | 3 + .../Player/Input/Actions/IA_Shoot.uasset | 3 + .../Player/Input/IMC_Default.uasset | 3 + Content/PawnControl/Player/WBP_HUD.uasset | 3 + Content/Physics/PM_Test_HighFriction.uasset | 3 + .../Shading/MasterMaterials/M_LD_Color.uasset | 3 + .../Shading/MasterMaterials/M_LD_Glass.uasset | 3 + .../MasterMaterials/M_LD_Grappable.uasset | 3 + .../Shading/MasterMaterials/M_LD_Lava.uasset | 3 + .../MaterialInstances/M_LD_Color_Blue.uasset | 3 + .../MaterialInstances/M_LD_Color_Brown.uasset | 3 + .../MaterialInstances/M_LD_Color_Cyan.uasset | 3 + .../MaterialInstances/M_LD_Color_Green.uasset | 3 + .../M_LD_Color_GreenDark.uasset | 3 + .../M_LD_Color_Orange.uasset | 3 + .../MaterialInstances/M_LD_Color_Pink.uasset | 3 + .../MaterialInstances/M_LD_Color_Red.uasset | 3 + .../M_LD_Color_Yellow.uasset | 3 + .../D/SY/Z4CTQ4LG3YV10EKPD0UE8Q.uasset | 3 + GrapplingGravity.code-workspace | 868 ++++++++++++++++++ GrapplingGravity.uproject | 22 + Makefile | 146 +++ Source/GrapplingGravity.Target.cs | 15 + .../GrapplingGravity.Build.cs | 13 + Source/GrapplingGravity/GrapplingGravity.cpp | 7 + Source/GrapplingGravity/GrapplingGravity.h | 5 + .../GrapplingGravityCharacter.cpp | 130 +++ .../GrapplingGravityCharacter.h | 73 ++ .../GrapplingGravityGameMode.cpp | 15 + .../GrapplingGravityGameMode.h | 19 + Source/GrapplingGravityEditor.Target.cs | 15 + 298 files changed, 2970 insertions(+) create mode 100644 AssetSources/MM_Detail_TinyCraters.ptex create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Coiled.wav create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Launch.wav create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Pull_Loop.wav create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Pull_Start.wav create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Ready.wav create mode 100644 AssetSources/SFX/SD_SFX_GrapplingHook_Release.wav create mode 100644 AssetSources/SKM_GrapplingHook.blend create mode 100644 AssetSources/SKM_GrapplingHook_Claws.fbx create mode 100644 AssetSources/SKM_GrapplingHook_LaunchRope.fbx create mode 100644 AssetSources/SKM_GrapplingHook_Launcher.fbx create mode 100644 AssetSources/SKM_LaunchRope.blend create mode 100644 AssetSources/SKM_LaunchRope.fbx create mode 100644 AssetSources/SKM_TPL_AlienBug.blend create mode 100644 AssetSources/STM_Arc_M.fbx create mode 100644 AssetSources/STM_Archi.fbx create mode 100644 AssetSources/STM_Balloon.fbx create mode 100644 AssetSources/STM_Barrier.fbx create mode 100644 AssetSources/STM_Barrier_Pyramind.fbx create mode 100644 AssetSources/STM_Beam.fbx create mode 100644 AssetSources/STM_Beam_Cable.fbx create mode 100644 AssetSources/STM_BuildingBlock_01.fbx create mode 100644 AssetSources/STM_Building_L.fbx create mode 100644 AssetSources/STM_DroneShip.blend create mode 100644 AssetSources/STM_DroneShip.fbx create mode 100644 AssetSources/STM_Facade_Hyperbola.fbx create mode 100644 AssetSources/STM_Facade_Serrated_01.fbx create mode 100644 AssetSources/STM_Facade_Serrated_02.fbx create mode 100644 AssetSources/STM_Facade_Serrated_03.fbx create mode 100644 AssetSources/STM_Facade_Serrated_04.fbx create mode 100644 AssetSources/STM_Facade_Serrated_05.fbx create mode 100644 AssetSources/STM_Facade_Serrated_06.fbx create mode 100644 AssetSources/STM_HoneyComb.fbx create mode 100644 AssetSources/STM_Pier_Hammer.fbx create mode 100644 AssetSources/STM_Pier_Hyperbola_XL.fbx create mode 100644 AssetSources/STM_Pier_L.fbx create mode 100644 AssetSources/STM_Pier_Ramp_M.fbx create mode 100644 AssetSources/STM_Pier_Ramp_S.fbx create mode 100644 AssetSources/STM_Pier_Simple.fbx create mode 100644 AssetSources/STM_Pier_zigzag.fbx create mode 100644 AssetSources/STM_Pillar_T.fbx create mode 100644 AssetSources/STM_Pillar_V.fbx create mode 100644 AssetSources/STM_Pillar_V_Curved.fbx create mode 100644 AssetSources/STM_Pillar_Y.fbx create mode 100644 AssetSources/STM_PlanetInnerLayer.fbx create mode 100644 AssetSources/STM_PlanetStructure.blend create mode 100644 AssetSources/STM_PlanetStructure.fbx create mode 100644 AssetSources/STM_PlanetStructure_CityBounds.blend create mode 100644 AssetSources/STM_PlanetStructure_CityBounds.fbx create mode 100644 AssetSources/STM_Pyramid_Extended.fbx create mode 100644 AssetSources/STM_Ramp_Wave.fbx create mode 100644 AssetSources/STM_Ring.fbx create mode 100644 AssetSources/STM_Ring_001.fbx create mode 100644 AssetSources/STM_Ring_M.fbx create mode 100644 AssetSources/STM_Ring_S.fbx create mode 100644 AssetSources/STM_Roof_Radiator.fbx create mode 100644 AssetSources/STM_Tower_Arrow.fbx create mode 100644 AssetSources/STM_VariousSpaceObjects.blend create mode 100644 Config/DefaultEditor.ini create mode 100644 Config/DefaultEditorPerProjectUserSettings.ini create mode 100644 Config/DefaultEngine.ini create mode 100644 Config/DefaultGame.ini create mode 100644 Config/DefaultInput.ini create mode 100644 Content/Abilities/Dangers/BP_Danger_Teleport.uasset create mode 100644 Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Box.uasset create mode 100644 Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Cylinder.uasset create mode 100644 Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Mesh.uasset create mode 100644 Content/Abilities/GrapplingHook/BP_Grapplable_Component.uasset create mode 100644 Content/Abilities/GrapplingHook/BP_GrapplingHook.uasset create mode 100644 Content/Abilities/GrapplingHook/EBP_ActorAction_GrapplingHook.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws_Skeleton.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_LaunchRope.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_LaunchRope_Anim.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_LaunchRope_PhysicsAsset.uasset create mode 100644 Content/Abilities/GrapplingHook/SKM_LaunchRope_Skeleton.uasset create mode 100644 Content/Abilities/GrapplingHook/STM_GrapplingHook_CoiledRope.uasset create mode 100644 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+SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..4dcc526 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..ecffbc8 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,277 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/Maps/LVL_GravityTestWorld.LVL_GravityTestWorld +EditorStartupMap=/Game/Maps/LVL_GravityTestWorld.LVL_GravityTestWorld +GlobalDefaultGameMode=/Game/PawnControl/BP_Gamemode_Gravity.BP_Gamemode_Gravity_C + +[/Script/Engine.RendererSettings] +r.Mobile.ShadingPath=0 +r.Mobile.AllowDeferredShadingOpenGL=False +r.Mobile.SupportGPUScene=False +r.Mobile.AntiAliasing=1 +r.Mobile.FloatPrecisionMode=0 +r.Mobile.AllowDitheredLODTransition=False +r.Mobile.VirtualTextures=False +r.DiscardUnusedQuality=False +r.AllowOcclusionQueries=True +r.MinScreenRadiusForLights=0.030000 +r.MinScreenRadiusForDepthPrepass=0.030000 +r.MinScreenRadiusForCSMDepth=0.010000 +r.PrecomputedVisibilityWarning=False +r.TextureStreaming=True +Compat.UseDXT5NormalMaps=False +r.VirtualTextures=False +r.VT.EnableAutoImport=True +r.VirtualTexturedLightmaps=False +r.VT.AnisotropicFiltering=False +bEnableVirtualTextureOpacityMask=False +r.VT.TileSize=128 +r.VT.TileBorderSize=4 +r.vt.FeedbackFactor=16 +WorkingColorSpaceChoice=sRGB +RedChromaticityCoordinate=(X=0.640000,Y=0.330000) +GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) +BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) +WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) +r.ClearCoatNormal=False +r.DynamicGlobalIlluminationMethod=1 +r.ReflectionMethod=1 +r.ReflectionCaptureResolution=128 +r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True +r.Lumen.HardwareRayTracing=False +r.Lumen.HardwareRayTracing.LightingMode=0 +r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.RayTracing=False +r.RayTracing.Shadows=False +r.RayTracing.UseTextureLod=False +r.PathTracing=True +r.GenerateMeshDistanceFields=True +r.DistanceFields.DefaultVoxelDensity=0.200000 +r.Nanite.ProjectEnabled=True +r.AllowStaticLighting=True +r.NormalMapsForStaticLighting=False +r.ForwardShading=False +r.VertexFoggingForOpaque=True +r.SeparateTranslucency=True +r.TranslucentSortPolicy=0 +TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) +xr.VRS.FoveationLevel=0 +xr.VRS.DynamicFoveation=False +r.CustomDepth=1 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+DefaultBoneInfluenceLimit=(Default=0,PerPlatform=()) +MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) +r.Mobile.PlanarReflectionMode=0 +r.Mobile.SupportsGen4TAA=True +bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) +bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) +VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor +VisualizeCalibrationCustomMaterialPath=None +VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 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++ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="GrapplingGravityGameMode") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="GrapplingGravityCharacter") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=DF05CC2344984504B8124C3EDF8037D0 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/Engine.PhysicsSettings] +DefaultGravityZ=0.000000 + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Grappable") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..e9eb312 --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,7 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=68E99D996D85407D9EF4C73F64AB2324 +ProjectName=Third Person Game Template + +[StartupActions] +bAddPacks=True +InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent") diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..58fc9cb --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,86 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Content/Abilities/Dangers/BP_Danger_Teleport.uasset b/Content/Abilities/Dangers/BP_Danger_Teleport.uasset new file mode 100644 index 0000000..6f6f109 --- /dev/null +++ b/Content/Abilities/Dangers/BP_Danger_Teleport.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1cfa78dd50bf6977e2186789d49cdf917e9b76d146ba0d555f3464654d822593 +size 83037 diff --git a/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Box.uasset b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Box.uasset new file mode 100644 index 0000000..6410fd3 --- /dev/null +++ b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Box.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ed7dabc456deb6aa36d7d1f9d9556bd743772b4d06e42d4e3a60073e148bb931 +size 81058 diff --git a/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Cylinder.uasset b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Cylinder.uasset new file mode 100644 index 0000000..7c90cfd --- /dev/null +++ b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Cylinder.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b92ffb45d14124e583484616c2efe72e03cdc3914ce05502a93e435ba28a93fb +size 80248 diff --git a/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Mesh.uasset b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Mesh.uasset new file mode 100644 index 0000000..dea6e01 --- /dev/null +++ b/Content/Abilities/Dangers/BP_Danger_Teleport_Lava_Mesh.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1e770a7512af62a8ed191ef305f6873a7ce754f65bb21d885bc72cb582374f5b +size 84018 diff --git a/Content/Abilities/GrapplingHook/BP_Grapplable_Component.uasset b/Content/Abilities/GrapplingHook/BP_Grapplable_Component.uasset new file mode 100644 index 0000000..0bc17a9 --- /dev/null +++ b/Content/Abilities/GrapplingHook/BP_Grapplable_Component.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:365cb9decd72fcdb8b043bc00e590b48f94c23c97b902d2931ba32ff9c13379c +size 13534 diff --git a/Content/Abilities/GrapplingHook/BP_GrapplingHook.uasset b/Content/Abilities/GrapplingHook/BP_GrapplingHook.uasset new file mode 100644 index 0000000..012ec64 --- /dev/null +++ b/Content/Abilities/GrapplingHook/BP_GrapplingHook.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9c4a05148c9268e4dcf4e78a3266293248202d6544871093f9b90bc52d378a95 +size 408713 diff --git a/Content/Abilities/GrapplingHook/EBP_ActorAction_GrapplingHook.uasset b/Content/Abilities/GrapplingHook/EBP_ActorAction_GrapplingHook.uasset new file mode 100644 index 0000000..cda5761 --- /dev/null +++ b/Content/Abilities/GrapplingHook/EBP_ActorAction_GrapplingHook.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8cf6ce3fb639a409a89cab5ea8cbb956f0be5347602b471791b9ccc2ca31e3e7 +size 70439 diff --git a/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws.uasset b/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws.uasset new file mode 100644 index 0000000..cbbbd8c --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fe661ffc677eeb603e9c83b430b4f113c3f54f100560492ef6fc77c3c6028d66 +size 1640778 diff --git a/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws_Skeleton.uasset b/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws_Skeleton.uasset new file mode 100644 index 0000000..8e82bfb --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_GrapplingHook_Claws_Skeleton.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7d2489e310d7eef6a039d7086b2fa7f57732f72602a82e28cdb02dd66e16eee3 +size 13981 diff --git a/Content/Abilities/GrapplingHook/SKM_LaunchRope.uasset b/Content/Abilities/GrapplingHook/SKM_LaunchRope.uasset new file mode 100644 index 0000000..b643426 --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_LaunchRope.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7077dc92e80b818c45a448a95b40074fb84d49dc3d05b1606b9e9fd759541555 +size 131466 diff --git a/Content/Abilities/GrapplingHook/SKM_LaunchRope_Anim.uasset b/Content/Abilities/GrapplingHook/SKM_LaunchRope_Anim.uasset new file mode 100644 index 0000000..85093fd --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_LaunchRope_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f059a549465d350bc80f7467e7754dc093dee54e59f91523d22d795d3e898e7f +size 1857140 diff --git a/Content/Abilities/GrapplingHook/SKM_LaunchRope_PhysicsAsset.uasset b/Content/Abilities/GrapplingHook/SKM_LaunchRope_PhysicsAsset.uasset new file mode 100644 index 0000000..04cb6b6 --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_LaunchRope_PhysicsAsset.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e352f5423d04df70b1a0f291e1aebf999957776d19febdbe4ae49ea225e91864 +size 7303 diff --git a/Content/Abilities/GrapplingHook/SKM_LaunchRope_Skeleton.uasset b/Content/Abilities/GrapplingHook/SKM_LaunchRope_Skeleton.uasset new file mode 100644 index 0000000..9444b47 --- /dev/null +++ b/Content/Abilities/GrapplingHook/SKM_LaunchRope_Skeleton.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bb40267d1ce1644d4342a73b27c8177d77e972d11874f956dfb05598afe265e0 +size 13292 diff --git a/Content/Abilities/GrapplingHook/STM_GrapplingHook_CoiledRope.uasset b/Content/Abilities/GrapplingHook/STM_GrapplingHook_CoiledRope.uasset new file mode 100644 index 0000000..c675154 --- /dev/null +++ b/Content/Abilities/GrapplingHook/STM_GrapplingHook_CoiledRope.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b292ddc3ee7d3afc821ec7866a229166fdfc945d98dbaf7e8b761dc612d21d7 +size 60357 diff --git 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(DebugGame)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/Binaries/Linux/GrapplingGravity-Linux-DebugGame", + "preLaunchTask": "GrapplingGravity Linux DebugGame Build", + "args": [ + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravity (Development)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/Binaries/Linux/GrapplingGravity", + "preLaunchTask": "GrapplingGravity Linux Development Build", + "args": [ + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravity (Test)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/Binaries/Linux/GrapplingGravity-Linux-Test", + "preLaunchTask": "GrapplingGravity Linux Test Build", + "args": [ + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravity (Shipping)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/Binaries/Linux/GrapplingGravity-Linux-Shipping", + "preLaunchTask": "GrapplingGravity Linux Shipping Build", + "args": [ + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravityEditor (Debug)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Binaries/Linux/UnrealEditor-Linux-Debug", + "preLaunchTask": "GrapplingGravityEditor Linux Debug Build", + "args": [ + "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/GrapplingGravity.uproject" + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravityEditor (DebugGame)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame", + "preLaunchTask": "GrapplingGravityEditor Linux DebugGame Build", + "args": [ + "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/GrapplingGravity.uproject" + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Launch GrapplingGravityEditor (Development)", + "request": "launch", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Binaries/Linux/UnrealEditor", + "preLaunchTask": "GrapplingGravityEditor Linux Development Build", + "args": [ + "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/GrapplingGravity.uproject" + ], + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine", + "type": "cppdbg", + "visualizerFile": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Extras/VisualStudioDebugging/Unreal.natvis", + "showDisplayString": true + }, + { + "name": "Generate Project Files", + "type": "coreclr", + "request": "launch", + "preLaunchTask": "UnrealBuildTool Linux Development Build", + "program": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine/Engine/Build/BatchFiles/RunUBT.bat", + "args": [ + "-projectfiles", + "-vscode", + "-project=/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/GrapplingGravity.uproject", + "-game", + "-engine", + "-dotnet" + ], + "console": "internalConsole", + "internalConsoleOptions": "openOnSessionStart", + "stopAtEntry": false, + "cwd": "/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine" + } + ] + } +} diff --git a/GrapplingGravity.uproject b/GrapplingGravity.uproject new file mode 100644 index 0000000..dce4c20 --- /dev/null +++ b/GrapplingGravity.uproject @@ -0,0 +1,22 @@ +{ + "FileVersion": 3, + "EngineAssociation": "492C40A1-CCAA-4F92-A1A7-C3F04400AE9B", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "GrapplingGravity", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..fdff7ed --- /dev/null +++ b/Makefile @@ -0,0 +1,146 @@ +# Makefile generated by MakefileGenerator.cs +# *DO NOT EDIT* + +UNREALROOTPATH = /run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/UnrealEngine +GAMEPROJECTFILE =/run/media/bozarre/SSD M2 Projects n Games/Projects/Unreal/GrapplingGravity/GrapplingGravity.uproject + +TARGETS = \ + GrapplingGravity-Linux-Debug \ + GrapplingGravity-Linux-DebugGame \ + GrapplingGravity-Linux-Test \ + GrapplingGravity-Linux-Shipping \ + GrapplingGravity \ + GrapplingGravityEditor-Linux-Debug \ + GrapplingGravityEditor-Linux-DebugGame \ + GrapplingGravityEditor-Linux-Test \ + GrapplingGravityEditor-Linux-Shipping \ + GrapplingGravityEditor \ + UnrealClient-Linux-Debug \ + UnrealClient-Linux-DebugGame \ + UnrealClient-Linux-Test \ + UnrealClient-Linux-Shipping \ + UnrealClient \ + UnrealEditor-Linux-Debug \ + UnrealEditor-Linux-DebugGame \ + UnrealEditor-Linux-Test \ + UnrealEditor-Linux-Shipping \ + UnrealEditor \ + UnrealGame-Linux-Debug \ + UnrealGame-Linux-DebugGame \ + UnrealGame-Linux-Test \ + UnrealGame-Linux-Shipping \ + UnrealGame \ + UnrealServer-Linux-Debug \ + UnrealServer-Linux-DebugGame \ + UnrealServer-Linux-Test \ + UnrealServer-Linux-Shipping \ + UnrealServer\ + configure + +BUILD = bash "$(UNREALROOTPATH)/Engine/Build/BatchFiles/Linux/Build.sh" +PROJECTBUILD = "$(UNREALROOTPATH)/Engine/Binaries/ThirdParty/DotNet/6.0.302/linux/dotnet" "$(UNREALROOTPATH)/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll" + +all: StandardSet + +RequiredTools: CrashReportClient-Linux-Shipping CrashReportClientEditor-Linux-Shipping ShaderCompileWorker UnrealLightmass EpicWebHelper-Linux-Shipping + +StandardSet: RequiredTools UnrealFrontend GrapplingGravityEditor UnrealInsights + +DebugSet: RequiredTools UnrealFrontend-Linux-Debug GrapplingGravityEditor-Linux-Debug + + +GrapplingGravity-Linux-Debug: + $(PROJECTBUILD) GrapplingGravity Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravity-Linux-DebugGame: + $(PROJECTBUILD) GrapplingGravity Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravity-Linux-Test: + $(PROJECTBUILD) GrapplingGravity Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravity-Linux-Shipping: + $(PROJECTBUILD) GrapplingGravity Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravity: + $(PROJECTBUILD) GrapplingGravity Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravityEditor-Linux-Debug: + $(PROJECTBUILD) GrapplingGravityEditor Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravityEditor-Linux-DebugGame: + $(PROJECTBUILD) GrapplingGravityEditor Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravityEditor-Linux-Test: + $(PROJECTBUILD) GrapplingGravityEditor Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravityEditor-Linux-Shipping: + $(PROJECTBUILD) GrapplingGravityEditor Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +GrapplingGravityEditor: + $(PROJECTBUILD) GrapplingGravityEditor Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealClient-Linux-Debug: + $(BUILD) UnrealClient Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealClient-Linux-DebugGame: + $(BUILD) UnrealClient Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealClient-Linux-Test: + $(BUILD) UnrealClient Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealClient-Linux-Shipping: + $(BUILD) UnrealClient Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealClient: + $(BUILD) UnrealClient Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealEditor-Linux-Debug: + $(BUILD) UnrealEditor Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealEditor-Linux-DebugGame: + $(BUILD) UnrealEditor Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealEditor-Linux-Test: + $(BUILD) UnrealEditor Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealEditor-Linux-Shipping: + $(BUILD) UnrealEditor Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealEditor: + $(BUILD) UnrealEditor Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealGame-Linux-Debug: + $(BUILD) UnrealGame Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealGame-Linux-DebugGame: + $(BUILD) UnrealGame Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealGame-Linux-Test: + $(BUILD) UnrealGame Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealGame-Linux-Shipping: + $(BUILD) UnrealGame Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealGame: + $(BUILD) UnrealGame Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealServer-Linux-Debug: + $(BUILD) UnrealServer Linux Debug -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealServer-Linux-DebugGame: + $(BUILD) UnrealServer Linux DebugGame -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealServer-Linux-Test: + $(BUILD) UnrealServer Linux Test -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealServer-Linux-Shipping: + $(BUILD) UnrealServer Linux Shipping -project="$(GAMEPROJECTFILE)" $(ARGS) + +UnrealServer: + $(BUILD) UnrealServer Linux Development -project="$(GAMEPROJECTFILE)" $(ARGS) + +configure: + xbuild /property:Configuration=Development /verbosity:quiet /nologo "$(UNREALROOTPATH)/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" + $(PROJECTBUILD) -projectfiles -project="\"$(GAMEPROJECTFILE)\"" -game -engine + +.PHONY: $(TARGETS) diff --git a/Source/GrapplingGravity.Target.cs b/Source/GrapplingGravity.Target.cs new file mode 100644 index 0000000..96ff541 --- /dev/null +++ b/Source/GrapplingGravity.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class GrapplingGravityTarget : TargetRules +{ + public GrapplingGravityTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V2; //V4 + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3; + ExtraModuleNames.Add("GrapplingGravity"); + } +} diff --git a/Source/GrapplingGravity/GrapplingGravity.Build.cs b/Source/GrapplingGravity/GrapplingGravity.Build.cs new file mode 100644 index 0000000..37a6f12 --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravity.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GrapplingGravity : ModuleRules +{ + public GrapplingGravity(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" }); + } +} diff --git a/Source/GrapplingGravity/GrapplingGravity.cpp b/Source/GrapplingGravity/GrapplingGravity.cpp new file mode 100644 index 0000000..d6f9616 --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravity.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GrapplingGravity.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, GrapplingGravity, "GrapplingGravity" ); + \ No newline at end of file diff --git a/Source/GrapplingGravity/GrapplingGravity.h b/Source/GrapplingGravity/GrapplingGravity.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravity.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/GrapplingGravity/GrapplingGravityCharacter.cpp b/Source/GrapplingGravity/GrapplingGravityCharacter.cpp new file mode 100644 index 0000000..fb58cae --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravityCharacter.cpp @@ -0,0 +1,130 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GrapplingGravityCharacter.h" +#include "Engine/LocalPlayer.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/SpringArmComponent.h" +#include "GameFramework/Controller.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "InputActionValue.h" + +DEFINE_LOG_CATEGORY(LogTemplateCharacter); + +////////////////////////////////////////////////////////////////////////// +// AGrapplingGravityCharacter + +AGrapplingGravityCharacter::AGrapplingGravityCharacter() +{ + // Set size for collision capsule + // GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); + + // Don't rotate when the controller rotates. Let that just affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = false; + bUseControllerRotationRoll = false; + + // Configure character movement + GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint + // instead of recompiling to adjust them + GetCharacterMovement()->JumpZVelocity = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f; + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm + + // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) + // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) +} + +void AGrapplingGravityCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void AGrapplingGravityCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) { + + // Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + // Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGrapplingGravityCharacter::Move); + + // Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AGrapplingGravityCharacter::Look); + } + else + { + UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this)); + } +} + +void AGrapplingGravityCharacter::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // find out which way is forward + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0, Rotation.Yaw, 0); + + // get forward vector + const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); + + // get right vector + const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); + + // add movement + AddMovementInput(ForwardDirection, MovementVector.Y); + AddMovementInput(RightDirection, MovementVector.X); + } +} + +void AGrapplingGravityCharacter::Look(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D LookAxisVector = Value.Get(); + + if (Controller != nullptr) + { + // add yaw and pitch input to controller + AddControllerYawInput(LookAxisVector.X); + AddControllerPitchInput(LookAxisVector.Y); + } +} \ No newline at end of file diff --git a/Source/GrapplingGravity/GrapplingGravityCharacter.h b/Source/GrapplingGravity/GrapplingGravityCharacter.h new file mode 100644 index 0000000..e4ebdcf --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravityCharacter.h @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "Logging/LogMacros.h" +#include "GrapplingGravityCharacter.generated.h" + +class USpringArmComponent; +class UCameraComponent; +class UInputMappingContext; +class UInputAction; +struct FInputActionValue; + +DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); + +UCLASS(config=Game) +class AGrapplingGravityCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + UCameraComponent* FollowCamera; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* LookAction; + +public: + AGrapplingGravityCharacter(); + + +protected: + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); + +public: + /** Returns CameraBoom subobject **/ + FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } +}; + diff --git a/Source/GrapplingGravity/GrapplingGravityGameMode.cpp b/Source/GrapplingGravity/GrapplingGravityGameMode.cpp new file mode 100644 index 0000000..75b1689 --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravityGameMode.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GrapplingGravityGameMode.h" +#include "GrapplingGravityCharacter.h" +#include "UObject/ConstructorHelpers.h" + +AGrapplingGravityGameMode::AGrapplingGravityGameMode() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/Source/GrapplingGravity/GrapplingGravityGameMode.h b/Source/GrapplingGravity/GrapplingGravityGameMode.h new file mode 100644 index 0000000..b21407f --- /dev/null +++ b/Source/GrapplingGravity/GrapplingGravityGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "GrapplingGravityGameMode.generated.h" + +UCLASS(minimalapi) +class AGrapplingGravityGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + AGrapplingGravityGameMode(); +}; + + + diff --git a/Source/GrapplingGravityEditor.Target.cs b/Source/GrapplingGravityEditor.Target.cs new file mode 100644 index 0000000..076f5e4 --- /dev/null +++ b/Source/GrapplingGravityEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class GrapplingGravityEditorTarget : TargetRules +{ + public GrapplingGravityEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V4; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3; + ExtraModuleNames.Add("GrapplingGravity"); + } +}