From 2f693c56bae5455c8154c2b60a76c11b57ad91f4 Mon Sep 17 00:00:00 2001 From: Philip White Date: Sat, 15 Mar 2025 20:41:41 +0000 Subject: [PATCH] Add First Person Default Unreal Project --- BusGame.uproject | 22 ++++ Config/DefaultEditor.ini | 8 ++ .../DefaultEditorPerProjectUserSettings.ini | 2 + Config/DefaultEngine.ini | 101 +++++++++++++++ Config/DefaultGame.ini | 13 ++ Config/DefaultInput.ini | 109 ++++++++++++++++ .../FirstPersonTemplateWeaponFire02.uasset | 3 + .../FPWeapon/Materials/BaseMaterial.uasset | 3 + .../FirstPersonProjectileMaterial.uasset | 3 + Content/FPWeapon/Materials/M_FPGun.uasset | 3 + Content/FPWeapon/Materials/M_FPPistol.uasset | 3 + .../ML_GlossyBlack_Latex_UE4.uasset | 3 + .../ML_Plastic_Shiny_Beige.uasset | 3 + .../Materials/MaterialLayers/ML_Screen.uasset | 3 + .../MaterialLayers/ML_SoftMetal_UE4.uasset | 3 + .../MaterialLayers/T_ML_Aluminum01.uasset | 3 + .../MaterialLayers/T_ML_Aluminum01_N.uasset | 3 + .../MaterialLayers/T_ML_FineRubber.uasset | 3 + 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Source/BusGameEditor.Target.cs diff --git a/BusGame.uproject b/BusGame.uproject new file mode 100644 index 0000000..8fff6ba --- /dev/null +++ b/BusGame.uproject @@ -0,0 +1,22 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.5", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "BusGame", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..58552fa --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,8 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true \ No newline at end of file diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..220a551 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/FirstPerson \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..c104b26 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,101 @@ +[/Script/Engine.CollisionProfile] ++Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles",bCanModify=True) ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) ++EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore))) + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap +LocalMapOptions= +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GameInstanceClass=/Script/Engine.GameInstance +GameDefaultMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap +ServerDefaultMap=/Engine/Maps/Entry +GlobalDefaultGameMode=/Game/FirstPerson/Blueprints/BP_FirstPersonGameMode.BP_FirstPersonGameMode_C +GlobalDefaultServerGameMode=None + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=1 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true +r.AllowStaticLighting=False + + +r.SkinCache.CompileShaders=True + +r.RayTracing=True + +r.Shadow.Virtual.Enable=1 + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +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 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=7B0AA718435214EB1E253DACC60399C4 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/BusGame") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/BusGame") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonWeaponComponent",NewClassName="BusGameWeaponComponent") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="BusGameProjectile") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonPickUpComponent",NewClassName="BusGamePickUpComponent") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="BusGameGameMode") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="BusGameCharacter") + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..5b417a3 --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,13 @@ +[ProjectSettings] +ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708) +ProjectName=First Person Template + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=CFFE7D664CCDDB5C20277192889CD7C5 + +[StartupActions] +bAddPacks=True +InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent") + +[SectionsToSave] ++Section=StartupActions diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..0d0b0e5 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,109 @@ +[/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="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="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="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_Left_Trackpad_Touch",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)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",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=/Game/FirstPerson/Input/MobileControls.MobileControls +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Content/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset b/Content/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset new file mode 100644 index 0000000..b7cf8ba --- /dev/null +++ b/Content/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a79553601bdadcb7f7430150268f8250e0a846feb8e1a9214c7a281dcbd2ec95 +size 306457 diff --git a/Content/FPWeapon/Materials/BaseMaterial.uasset b/Content/FPWeapon/Materials/BaseMaterial.uasset new file mode 100644 index 0000000..ca1d082 --- /dev/null +++ b/Content/FPWeapon/Materials/BaseMaterial.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e915f808df8bc86369f178331f86f43a1ffdb2820c831996506f4bee98281122 +size 113203 diff --git a/Content/FPWeapon/Materials/FirstPersonProjectileMaterial.uasset b/Content/FPWeapon/Materials/FirstPersonProjectileMaterial.uasset new file mode 100644 index 0000000..ea4d873 --- /dev/null +++ b/Content/FPWeapon/Materials/FirstPersonProjectileMaterial.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1cf7b9bf1990888fc38fbef38e2c1c4685ac2ff49082131f6de23260af0a7273 +size 98384 diff --git a/Content/FPWeapon/Materials/M_FPGun.uasset b/Content/FPWeapon/Materials/M_FPGun.uasset new file mode 100644 index 0000000..b0fdf95 --- /dev/null +++ b/Content/FPWeapon/Materials/M_FPGun.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fe7d865c29d4a9b393413e2b06ac07d18db5c73180321829cb8f147a03044540 +size 135198 diff --git a/Content/FPWeapon/Materials/M_FPPistol.uasset b/Content/FPWeapon/Materials/M_FPPistol.uasset new file mode 100644 index 0000000..bc8af06 --- /dev/null +++ b/Content/FPWeapon/Materials/M_FPPistol.uasset @@ -0,0 +1,3 @@ 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All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class BusGameTarget : TargetRules +{ + public BusGameTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V5; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5; + ExtraModuleNames.Add("BusGame"); + } +} diff --git a/Source/BusGame/BusGame.Build.cs b/Source/BusGame/BusGame.Build.cs new file mode 100644 index 0000000..c896bf0 --- /dev/null +++ b/Source/BusGame/BusGame.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class BusGame : ModuleRules +{ + public BusGame(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" }); + } +} diff --git a/Source/BusGame/BusGame.cpp b/Source/BusGame/BusGame.cpp new file mode 100644 index 0000000..f0a2428 --- /dev/null +++ b/Source/BusGame/BusGame.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BusGame.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, BusGame, "BusGame" ); + \ No newline at end of file diff --git a/Source/BusGame/BusGame.h b/Source/BusGame/BusGame.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/Source/BusGame/BusGame.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/BusGame/BusGameCharacter.cpp b/Source/BusGame/BusGameCharacter.cpp new file mode 100644 index 0000000..df211b1 --- /dev/null +++ b/Source/BusGame/BusGameCharacter.cpp @@ -0,0 +1,102 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BusGameCharacter.h" +#include "BusGameProjectile.h" +#include "Animation/AnimInstance.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/SkeletalMeshComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "InputActionValue.h" +#include "Engine/LocalPlayer.h" + +DEFINE_LOG_CATEGORY(LogTemplateCharacter); + +////////////////////////////////////////////////////////////////////////// +// ABusGameCharacter + +ABusGameCharacter::ABusGameCharacter() +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); + + // Create a CameraComponent + FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); + FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); + FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera + FirstPersonCameraComponent->bUsePawnControlRotation = true; + + // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn) + Mesh1P = CreateDefaultSubobject(TEXT("CharacterMesh1P")); + Mesh1P->SetOnlyOwnerSee(true); + Mesh1P->SetupAttachment(FirstPersonCameraComponent); + Mesh1P->bCastDynamicShadow = false; + Mesh1P->CastShadow = false; + Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f)); + +} + +//////////////////////////////////////////////////////////////////////////// Input + +void ABusGameCharacter::NotifyControllerChanged() +{ + Super::NotifyControllerChanged(); + + // Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +void ABusGameCharacter::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, &ABusGameCharacter::Move); + + // Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ABusGameCharacter::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 ABusGameCharacter::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // add movement + AddMovementInput(GetActorForwardVector(), MovementVector.Y); + AddMovementInput(GetActorRightVector(), MovementVector.X); + } +} + +void ABusGameCharacter::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/BusGame/BusGameCharacter.h b/Source/BusGame/BusGameCharacter.h new file mode 100644 index 0000000..f5ca930 --- /dev/null +++ b/Source/BusGame/BusGameCharacter.h @@ -0,0 +1,71 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "Logging/LogMacros.h" +#include "BusGameCharacter.generated.h" + +class UInputComponent; +class USkeletalMeshComponent; +class UCameraComponent; +class UInputAction; +class UInputMappingContext; +struct FInputActionValue; + +DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); + +UCLASS(config=Game) +class ABusGameCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Pawn mesh: 1st person view (arms; seen only by self) */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true")) + USkeletalMeshComponent* Mesh1P; + + /** First person camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + UCameraComponent* FirstPersonCameraComponent; + + /** 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")) + class UInputAction* LookAction; + +public: + ABusGameCharacter(); + +protected: + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + +protected: + // APawn interface + virtual void NotifyControllerChanged() override; + virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; + // End of APawn interface + +public: + /** Returns Mesh1P subobject **/ + USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; } + /** Returns FirstPersonCameraComponent subobject **/ + UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; } + +}; + diff --git a/Source/BusGame/BusGameGameMode.cpp b/Source/BusGame/BusGameGameMode.cpp new file mode 100644 index 0000000..ab3c415 --- /dev/null +++ b/Source/BusGame/BusGameGameMode.cpp @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BusGameGameMode.h" +#include "BusGameCharacter.h" +#include "UObject/ConstructorHelpers.h" + +ABusGameGameMode::ABusGameGameMode() + : Super() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/BP_FirstPersonCharacter")); + DefaultPawnClass = PlayerPawnClassFinder.Class; + +} diff --git a/Source/BusGame/BusGameGameMode.h b/Source/BusGame/BusGameGameMode.h new file mode 100644 index 0000000..1094856 --- /dev/null +++ b/Source/BusGame/BusGameGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "BusGameGameMode.generated.h" + +UCLASS(minimalapi) +class ABusGameGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + ABusGameGameMode(); +}; + + + diff --git a/Source/BusGame/BusGamePickUpComponent.cpp b/Source/BusGame/BusGamePickUpComponent.cpp new file mode 100644 index 0000000..243b1c4 --- /dev/null +++ b/Source/BusGame/BusGamePickUpComponent.cpp @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BusGamePickUpComponent.h" + +UBusGamePickUpComponent::UBusGamePickUpComponent() +{ + // Setup the Sphere Collision + SphereRadius = 32.f; +} + +void UBusGamePickUpComponent::BeginPlay() +{ + Super::BeginPlay(); + + // Register our Overlap Event + OnComponentBeginOverlap.AddDynamic(this, &UBusGamePickUpComponent::OnSphereBeginOverlap); +} + +void UBusGamePickUpComponent::OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + // Checking if it is a First Person Character overlapping + ABusGameCharacter* Character = Cast(OtherActor); + if(Character != nullptr) + { + // Notify that the actor is being picked up + OnPickUp.Broadcast(Character); + + // Unregister from the Overlap Event so it is no longer triggered + OnComponentBeginOverlap.RemoveAll(this); + } +} diff --git a/Source/BusGame/BusGamePickUpComponent.h b/Source/BusGame/BusGamePickUpComponent.h new file mode 100644 index 0000000..daee812 --- /dev/null +++ b/Source/BusGame/BusGamePickUpComponent.h @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/SphereComponent.h" +#include "BusGameCharacter.h" +#include "BusGamePickUpComponent.generated.h" + +// Declaration of the delegate that will be called when someone picks this up +// The character picking this up is the parameter sent with the notification +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickUp, ABusGameCharacter*, PickUpCharacter); + +UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent)) +class BUSGAME_API UBusGamePickUpComponent : public USphereComponent +{ + GENERATED_BODY() + +public: + + /** Delegate to whom anyone can subscribe to receive this event */ + UPROPERTY(BlueprintAssignable, Category = "Interaction") + FOnPickUp OnPickUp; + + UBusGamePickUpComponent(); +protected: + + /** Called when the game starts */ + virtual void BeginPlay() override; + + /** Code for when something overlaps this component */ + UFUNCTION() + void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); +}; \ No newline at end of file diff --git a/Source/BusGame/BusGameProjectile.cpp b/Source/BusGame/BusGameProjectile.cpp new file mode 100644 index 0000000..1610946 --- /dev/null +++ b/Source/BusGame/BusGameProjectile.cpp @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BusGameProjectile.h" +#include "GameFramework/ProjectileMovementComponent.h" +#include "Components/SphereComponent.h" + +ABusGameProjectile::ABusGameProjectile() +{ + // Use a sphere as a simple collision representation + CollisionComp = CreateDefaultSubobject(TEXT("SphereComp")); + CollisionComp->InitSphereRadius(5.0f); + CollisionComp->BodyInstance.SetCollisionProfileName("Projectile"); + CollisionComp->OnComponentHit.AddDynamic(this, &ABusGameProjectile::OnHit); // set up a notification for when this component hits something blocking + + // Players can't walk on it + CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f)); + CollisionComp->CanCharacterStepUpOn = ECB_No; + + // Set as root component + RootComponent = CollisionComp; + + // Use a ProjectileMovementComponent to govern this projectile's movement + ProjectileMovement = CreateDefaultSubobject(TEXT("ProjectileComp")); + ProjectileMovement->UpdatedComponent = CollisionComp; + ProjectileMovement->InitialSpeed = 3000.f; + ProjectileMovement->MaxSpeed = 3000.f; + ProjectileMovement->bRotationFollowsVelocity = true; + ProjectileMovement->bShouldBounce = true; + + // Die after 3 seconds by default + InitialLifeSpan = 3.0f; +} + +void ABusGameProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) +{ + // Only add impulse and destroy projectile if we hit a physics + if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics()) + { + OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation()); + + Destroy(); + } +} \ No newline at end of file diff --git a/Source/BusGame/BusGameProjectile.h b/Source/BusGame/BusGameProjectile.h new file mode 100644 index 0000000..340d100 --- /dev/null +++ b/Source/BusGame/BusGameProjectile.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "BusGameProjectile.generated.h" + +class USphereComponent; +class UProjectileMovementComponent; + +UCLASS(config=Game) +class ABusGameProjectile : public AActor +{ + GENERATED_BODY() + + /** Sphere collision component */ + UPROPERTY(VisibleDefaultsOnly, Category=Projectile) + USphereComponent* CollisionComp; + + /** Projectile movement component */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true")) + UProjectileMovementComponent* ProjectileMovement; + +public: + ABusGameProjectile(); + + /** called when projectile hits something */ + UFUNCTION() + void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); + + /** Returns CollisionComp subobject **/ + USphereComponent* GetCollisionComp() const { return CollisionComp; } + /** Returns ProjectileMovement subobject **/ + UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; } +}; + diff --git a/Source/BusGame/BusGameWeaponComponent.cpp b/Source/BusGame/BusGameWeaponComponent.cpp new file mode 100644 index 0000000..b71875d --- /dev/null +++ b/Source/BusGame/BusGameWeaponComponent.cpp @@ -0,0 +1,119 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "BusGameWeaponComponent.h" +#include "BusGameCharacter.h" +#include "BusGameProjectile.h" +#include "GameFramework/PlayerController.h" +#include "Camera/PlayerCameraManager.h" +#include "Kismet/GameplayStatics.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "Animation/AnimInstance.h" +#include "Engine/LocalPlayer.h" +#include "Engine/World.h" + +// Sets default values for this component's properties +UBusGameWeaponComponent::UBusGameWeaponComponent() +{ + // Default offset from the character location for projectiles to spawn + MuzzleOffset = FVector(100.0f, 0.0f, 10.0f); +} + + +void UBusGameWeaponComponent::Fire() +{ + if (Character == nullptr || Character->GetController() == nullptr) + { + return; + } + + // Try and fire a projectile + if (ProjectileClass != nullptr) + { + UWorld* const World = GetWorld(); + if (World != nullptr) + { + APlayerController* PlayerController = Cast(Character->GetController()); + const FRotator SpawnRotation = PlayerController->PlayerCameraManager->GetCameraRotation(); + // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position + const FVector SpawnLocation = GetOwner()->GetActorLocation() + SpawnRotation.RotateVector(MuzzleOffset); + + //Set Spawn Collision Handling Override + FActorSpawnParameters ActorSpawnParams; + ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; + + // Spawn the projectile at the muzzle + World->SpawnActor(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams); + } + } + + // Try and play the sound if specified + if (FireSound != nullptr) + { + UGameplayStatics::PlaySoundAtLocation(this, FireSound, Character->GetActorLocation()); + } + + // Try and play a firing animation if specified + if (FireAnimation != nullptr) + { + // Get the animation object for the arms mesh + UAnimInstance* AnimInstance = Character->GetMesh1P()->GetAnimInstance(); + if (AnimInstance != nullptr) + { + AnimInstance->Montage_Play(FireAnimation, 1.f); + } + } +} + +bool UBusGameWeaponComponent::AttachWeapon(ABusGameCharacter* TargetCharacter) +{ + Character = TargetCharacter; + + // Check that the character is valid, and has no weapon component yet + if (Character == nullptr || Character->GetInstanceComponents().FindItemByClass()) + { + return false; + } + + // Attach the weapon to the First Person Character + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint"))); + + // Set up action bindings + if (APlayerController* PlayerController = Cast(Character->GetController())) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + // Set the priority of the mapping to 1, so that it overrides the Jump action with the Fire action when using touch input + Subsystem->AddMappingContext(FireMappingContext, 1); + } + + if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerController->InputComponent)) + { + // Fire + EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &UBusGameWeaponComponent::Fire); + } + } + + return true; +} + +void UBusGameWeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + // ensure we have a character owner + if (Character != nullptr) + { + // remove the input mapping context from the Player Controller + if (APlayerController* PlayerController = Cast(Character->GetController())) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->RemoveMappingContext(FireMappingContext); + } + } + } + + // maintain the EndPlay call chain + Super::EndPlay(EndPlayReason); +} \ No newline at end of file diff --git a/Source/BusGame/BusGameWeaponComponent.h b/Source/BusGame/BusGameWeaponComponent.h new file mode 100644 index 0000000..00d7a1f --- /dev/null +++ b/Source/BusGame/BusGameWeaponComponent.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/SkeletalMeshComponent.h" +#include "BusGameWeaponComponent.generated.h" + +class ABusGameCharacter; + +UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class BUSGAME_API UBusGameWeaponComponent : public USkeletalMeshComponent +{ + GENERATED_BODY() + +public: + /** Projectile class to spawn */ + UPROPERTY(EditDefaultsOnly, Category=Projectile) + TSubclassOf ProjectileClass; + + /** Sound to play each time we fire */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) + USoundBase* FireSound; + + /** AnimMontage to play each time we fire */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay) + UAnimMontage* FireAnimation; + + /** Gun muzzle's offset from the characters location */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) + FVector MuzzleOffset; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputMappingContext* FireMappingContext; + + /** Fire Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* FireAction; + + /** Sets default values for this component's properties */ + UBusGameWeaponComponent(); + + /** Attaches the actor to a FirstPersonCharacter */ + UFUNCTION(BlueprintCallable, Category="Weapon") + bool AttachWeapon(ABusGameCharacter* TargetCharacter); + + /** Make the weapon Fire a Projectile */ + UFUNCTION(BlueprintCallable, Category="Weapon") + void Fire(); + +protected: + /** Ends gameplay for this component. */ + UFUNCTION() + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + +private: + /** The Character holding this weapon*/ + ABusGameCharacter* Character; +}; diff --git a/Source/BusGameEditor.Target.cs b/Source/BusGameEditor.Target.cs new file mode 100644 index 0000000..eed8565 --- /dev/null +++ b/Source/BusGameEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class BusGameEditorTarget : TargetRules +{ + public BusGameEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V5; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5; + ExtraModuleNames.Add("BusGame"); + } +}