Added Thirdperson Starter Content
Added the third person starter content in the game so I can start making the 3rd person to 1st person switch mechanic.
This commit is contained in:
parent
3fad4a2e13
commit
e928b223c8
@ -1,39 +1,7 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Levels/Main.Main
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EditorStartupMap=/Game/Levels/Main.Main
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GlobalDefaultGameMode=/Script/the_twilight_abyss.the_twilight_abyssGameModeBase
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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[/Script/Engine.RendererSettings]
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/the_twilight_abyss")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/the_twilight_abyss")
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+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="the_twilight_abyssGameModeBase")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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SecurityToken=DB2C79604D560F95FCE2F0AB4CCF2F08
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SecurityToken=C35635AB4464641248F9498D0F62F177
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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@ -44,3 +12,22 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss")
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+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss")
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/BP_the_twilight_abyssGameModeBase.BP_the_twilight_abyssGameModeBase_C
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GlobalDefaultServerGameMode=None
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@ -1,9 +0,0 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=FCCEDCD4410CCAFCCB4EF4BD279589AB
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ProjectName=The Twilight Abyss
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[StartupActions]
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bAddPacks=True
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InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
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94
Config/DefaultInput.ini
Normal file
94
Config/DefaultInput.ini
Normal file
@ -0,0 +1,94 @@
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[/Script/Engine.InputSettings]
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-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bUseMouseForTouch=False
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bEnableMouseSmoothing=True
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bEnableFOVScaling=True
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bCaptureMouseOnLaunch=True
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bEnableLegacyInputScales=True
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bAlwaysShowTouchInterface=False
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bShowConsoleOnFourFingerTap=True
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bEnableGestureRecognizer=False
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bUseAutocorrect=False
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DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
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+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX)
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+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX)
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+AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX)
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DefaultPlayerInputClass=/Script/Engine.PlayerInput
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DefaultInputComponentClass=/Script/Engine.InputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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@ -1,31 +0,0 @@
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[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
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bBuildForEmulation=False
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bBuildForDevice=True
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bUseNameForLogo=True
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bBuildForRetailWindowsStore=False
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bAutoIncrementVersion=False
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bShouldCreateAppInstaller=False
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AppInstallerInstallationURL=
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HoursBetweenUpdateChecks=0
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bEnablePIXProfiling=False
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TileBackgroundColor=(B=64,G=0,R=0,A=255)
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SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
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+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
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TargetDeviceFamily=Windows.Holographic
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MinimumPlatformVersion=
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MaximumPlatformVersionTested=10.0.22000.0
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MaxTrianglesPerCubicMeter=500.000000
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SpatialMeshingVolumeSize=20.000000
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CompilerVersion=Default
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Windows10SDKVersion=10.0.18362.0
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+CapabilityList=internetClientServer
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+CapabilityList=privateNetworkClientServer
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+Uap2CapabilityList=spatialPerception
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bSetDefaultCapabilities=False
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SpatializationPlugin=
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ReverbPlugin=
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OcclusionPlugin=
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SoundCueCookQualityIndex=-1
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@ -0,0 +1,5 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TP_ThirdPersonCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InputComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpringArmComponent.h"
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//////////////////////////////////////////////////////////////////////////
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// ATP_ThirdPersonCharacter
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ATP_ThirdPersonCharacter::ATP_ThirdPersonCharacter()
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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// set our turn rate for input
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TurnRateGamepad = 50.f;
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
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// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
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// instead of recompiling to adjust them
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GetCharacterMovement()->JumpZVelocity = 700.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = 500.f;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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//////////////////////////////////////////////////////////////////////////
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// Input
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void ATP_ThirdPersonCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
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{
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// Set up gameplay key bindings
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check(PlayerInputComponent);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
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PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
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PlayerInputComponent->BindAxis("Move Forward / Backward", this, &ATP_ThirdPersonCharacter::MoveForward);
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PlayerInputComponent->BindAxis("Move Right / Left", this, &ATP_ThirdPersonCharacter::MoveRight);
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// We have 2 versions of the rotation bindings to handle different kinds of devices differently
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// "turn" handles devices that provide an absolute delta, such as a mouse.
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// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
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PlayerInputComponent->BindAxis("Turn Right / Left Mouse", this, &APawn::AddControllerYawInput);
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PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ATP_ThirdPersonCharacter::TurnAtRate);
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PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
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PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ATP_ThirdPersonCharacter::LookUpAtRate);
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// handle touch devices
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PlayerInputComponent->BindTouch(IE_Pressed, this, &ATP_ThirdPersonCharacter::TouchStarted);
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PlayerInputComponent->BindTouch(IE_Released, this, &ATP_ThirdPersonCharacter::TouchStopped);
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}
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void ATP_ThirdPersonCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
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{
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Jump();
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}
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void ATP_ThirdPersonCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
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{
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StopJumping();
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}
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void ATP_ThirdPersonCharacter::TurnAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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||||
AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
|
||||
}
|
||||
|
||||
void ATP_ThirdPersonCharacter::LookUpAtRate(float Rate)
|
||||
{
|
||||
// calculate delta for this frame from the rate information
|
||||
AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
|
||||
}
|
||||
|
||||
void ATP_ThirdPersonCharacter::MoveForward(float Value)
|
||||
{
|
||||
if ((Controller != nullptr) && (Value != 0.0f))
|
||||
{
|
||||
// find out which way is forward
|
||||
const FRotator Rotation = Controller->GetControlRotation();
|
||||
const FRotator YawRotation(0, Rotation.Yaw, 0);
|
||||
|
||||
// get forward vector
|
||||
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
|
||||
AddMovementInput(Direction, Value);
|
||||
}
|
||||
}
|
||||
|
||||
void ATP_ThirdPersonCharacter::MoveRight(float Value)
|
||||
{
|
||||
if ( (Controller != nullptr) && (Value != 0.0f) )
|
||||
{
|
||||
// find out which way is right
|
||||
const FRotator Rotation = Controller->GetControlRotation();
|
||||
const FRotator YawRotation(0, Rotation.Yaw, 0);
|
||||
|
||||
// get right vector
|
||||
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
|
||||
// add movement in that direction
|
||||
AddMovementInput(Direction, Value);
|
||||
}
|
||||
}
|
@ -0,0 +1,65 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Character.h"
|
||||
#include "TP_ThirdPersonCharacter.generated.h"
|
||||
|
||||
UCLASS(config=Game)
|
||||
class ATP_ThirdPersonCharacter : public ACharacter
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Camera boom positioning the camera behind the character */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||
class USpringArmComponent* CameraBoom;
|
||||
|
||||
/** Follow camera */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||
class UCameraComponent* FollowCamera;
|
||||
public:
|
||||
ATP_ThirdPersonCharacter();
|
||||
|
||||
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input)
|
||||
float TurnRateGamepad;
|
||||
|
||||
protected:
|
||||
|
||||
/** Called for forwards/backward input */
|
||||
void MoveForward(float Value);
|
||||
|
||||
/** Called for side to side input */
|
||||
void MoveRight(float Value);
|
||||
|
||||
/**
|
||||
* Called via input to turn at a given rate.
|
||||
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
|
||||
*/
|
||||
void TurnAtRate(float Rate);
|
||||
|
||||
/**
|
||||
* Called via input to turn look up/down at a given rate.
|
||||
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
|
||||
*/
|
||||
void LookUpAtRate(float Rate);
|
||||
|
||||
/** Handler for when a touch input begins. */
|
||||
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
|
||||
|
||||
/** Handler for when a touch input stops. */
|
||||
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
|
||||
|
||||
protected:
|
||||
// APawn interface
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
// End of APawn interface
|
||||
|
||||
public:
|
||||
/** Returns CameraBoom subobject **/
|
||||
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
|
||||
/** Returns FollowCamera subobject **/
|
||||
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
|
||||
};
|
||||
|
@ -0,0 +1,15 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "TP_ThirdPersonGameMode.h"
|
||||
#include "TP_ThirdPersonCharacter.h"
|
||||
#include "UObject/ConstructorHelpers.h"
|
||||
|
||||
ATP_ThirdPersonGameMode::ATP_ThirdPersonGameMode()
|
||||
{
|
||||
// set default pawn class to our Blueprinted character
|
||||
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
|
||||
if (PlayerPawnBPClass.Class != NULL)
|
||||
{
|
||||
DefaultPawnClass = PlayerPawnBPClass.Class;
|
||||
}
|
||||
}
|
@ -0,0 +1,19 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "TP_ThirdPersonGameMode.generated.h"
|
||||
|
||||
UCLASS(minimalapi)
|
||||
class ATP_ThirdPersonGameMode : public AGameModeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ATP_ThirdPersonGameMode();
|
||||
};
|
||||
|
||||
|
||||
|
@ -6,14 +6,11 @@
|
||||
},
|
||||
{
|
||||
"name": "UE5",
|
||||
"path": "C:\\Program Files\\UE_5.0"
|
||||
"path": "A:\\UnrealEngine\\UE_5.0"
|
||||
}
|
||||
],
|
||||
"settings": {
|
||||
"typescript.tsc.autoDetect": "off",
|
||||
"cSpell.ignoreWords": [
|
||||
"Athe"
|
||||
]
|
||||
"typescript.tsc.autoDetect": "off"
|
||||
},
|
||||
"extensions": {
|
||||
"recommendations": [
|
||||
|
Loading…
Reference in New Issue
Block a user