From 24c09c1ff1f96d5087532158e251188d305ffa6e Mon Sep 17 00:00:00 2001 From: PHILIP WHITE Date: Tue, 9 Jan 2024 08:57:29 +0000 Subject: [PATCH] Add Default Character to See Other Players --- CorruptedMemory/Config/DefaultEngine.ini | 6 +- CorruptedMemory/Config/DefaultInput.ini | 13 ++ .../Mannequin_UE4/Animations/Jog_Fwd.uasset | 3 + .../Materials/Layers/ML_Latex_Black.uasset | 3 + .../Layers/ML_ShinyPlastic_Beige.uasset | 3 + .../Layers/ML_ShinyPlastic_Beige_Logo.uasset | 3 + .../Materials/Layers/ML_SoftMetal.uasset | 3 + .../Materials/M_MannequinUE4_Body.uasset | 3 + .../Materials/M_MannequinUE4_ChestLogo.uasset | 3 + .../Mannequin_UE4/Meshes/SK_Mannequin.uasset | 3 + .../Meshes/SK_Mannequin_PhysicsAsset.uasset | 3 + .../Meshes/SK_Mannequin_Skeleton.uasset | 3 + .../Rigs/IK_UE4_Mannequin.uasset | 3 + .../Rigs/RTG_UE4Manny_UE5Manny.uasset | 3 + .../Rigs/RTG_UE5Manny_UE4Manny.uasset | 3 + .../Textures/T_ML_Aluminum01.uasset | 3 + .../Textures/T_ML_Aluminum01_N.uasset | 3 + 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.../Quinn/T_Quinn_01_ASAOMASK_MSK.uasset | 3 + .../Quinn/T_Quinn_01_CCRCCPlastic_MSK.uasset | 3 + .../Textures/Quinn/T_Quinn_02ID_BN.uasset | 3 + .../Textures/Quinn/T_Quinn_02ID_D.uasset | 3 + .../Quinn/T_Quinn_02ID_MSR_MSK.uasset | 3 + .../Textures/Quinn/T_Quinn_02ID_N.uasset | 3 + .../Textures/Quinn/T_Quinn_02ID_Tan.uasset | 3 + .../Quinn/T_Quinn_02_ASAOMASK_MSK.uasset | 3 + .../Quinn/T_Quinn_02_CCRCCPlastic_MSK.uasset | 3 + .../Textures/Shared/T_UE_Logo_M.uasset | 3 + .../Blueprints/BP_FirstPersonCharacter.uasset | 4 +- .../FirstPerson/Input/Actions/IA_Scan.uasset | 3 + .../FirstPerson/Input/IMC_Default.uasset | 4 +- .../Blueprints/BP_ThirdPersonCharacter.uasset | 3 + .../ThirdPerson/Input/Actions/IA_Jump.uasset | 3 + .../ThirdPerson/Input/Actions/IA_Look.uasset | 3 + .../ThirdPerson/Input/Actions/IA_Move.uasset | 3 + .../ThirdPerson/Input/IMC_Default.uasset | 3 + .../D/SY/Z4CTQ4LG3YV10EKPD0UE8Q.uasset | 3 + .../TP_ThirdPerson/TP_ThirdPerson.h | 5 + .../TP_ThirdPersonCharacter.cpp | 129 ++++++++++++++++++ .../TP_ThirdPerson/TP_ThirdPersonCharacter.h | 66 +++++++++ .../TP_ThirdPerson/TP_ThirdPersonGameMode.cpp | 15 ++ .../TP_ThirdPerson/TP_ThirdPersonGameMode.h | 19 +++ .../CorruptedMemory/TP_WeaponComponent.cpp | 112 --------------- .../CorruptedMemory/TP_WeaponComponent.h | 60 -------- 163 files changed, 709 insertions(+), 180 deletions(-) create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Rigs/RTG_UE4Manny_UE5Manny.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Rigs/RTG_UE5Manny_UE4Manny.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequin_UE4/Textures/T_ML_Aluminum01.uasset create mode 100644 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CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_ASAOPMASK_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_BN.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_CCRCCPlastic_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_D.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_MSR_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_N.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_01_Tan.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_ASAOPMASK_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_BN.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_CCRCCPlastic_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_D.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_MSR_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_N.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Manny/T_Manny_02_Tan.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_BN.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_D.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_MSR_MSK.uasset create mode 100644 CorruptedMemory/Content/Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_N.uasset create mode 100644 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CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp create mode 100644 CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.h create mode 100644 CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp create mode 100644 CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.h delete mode 100644 CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.cpp delete mode 100644 CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.h diff --git a/CorruptedMemory/Config/DefaultEngine.ini b/CorruptedMemory/Config/DefaultEngine.ini index ff93062..9351aae 100644 --- a/CorruptedMemory/Config/DefaultEngine.ini +++ b/CorruptedMemory/Config/DefaultEngine.ini @@ -25,8 +25,6 @@ r.DynamicGlobalIlluminationMethod=1 r.Mobile.EnableNoPrecomputedLightingCSMShader=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true - - r.Shadow.Virtual.Enable=1 [/Script/WindowsTargetPlatform.WindowsTargetSettings] @@ -58,8 +56,6 @@ CompressionQualityModifier=1.000000 AutoStreamingThreshold=0.000000 SoundCueCookQualityIndex=-1 - - [/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop @@ -69,6 +65,8 @@ AppliedDefaultGraphicsPerformance=Maximum [/Script/Engine.Engine] +ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/CorruptedMemory") +ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/CorruptedMemory") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/CorruptedMemory") ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/CorruptedMemory") +ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="CorruptedMemoryProjectile") +ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="CorruptedMemoryGameMode") +ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="CorruptedMemoryCharacter") diff --git a/CorruptedMemory/Config/DefaultInput.ini b/CorruptedMemory/Config/DefaultInput.ini index 1bf5f90..aec1fc5 100644 --- a/CorruptedMemory/Config/DefaultInput.ini +++ b/CorruptedMemory/Config/DefaultInput.ini @@ -93,6 +93,7 @@ bEnableLegacyInputScales=True bEnableMotionControls=True bFilterInputByPlatformUser=False bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True bAlwaysShowTouchInterface=False bShowConsoleOnFourFingerTap=True bEnableGestureRecognizer=False @@ -101,6 +102,18 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown DefaultViewportMouseLockMode=LockOnCapture FOVScale=0.011110 DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) ++AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY) ++AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W) ++AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A) ++AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D) ++AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX) ++AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX) DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks diff --git a/CorruptedMemory/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset b/CorruptedMemory/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset new file mode 100644 index 0000000..b915e8e --- /dev/null +++ b/CorruptedMemory/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:81b4dd2a00331ba3086ce06a8673667359183399c5fb1ab924060e2c84720691 +size 203111 diff --git a/CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset b/CorruptedMemory/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset new file mode 100644 index 0000000..4d2cc64 --- /dev/null +++ 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a/CorruptedMemory/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/SY/Z4CTQ4LG3YV10EKPD0UE8Q.uasset b/CorruptedMemory/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/SY/Z4CTQ4LG3YV10EKPD0UE8Q.uasset new file mode 100644 index 0000000..d1220c4 --- /dev/null +++ b/CorruptedMemory/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/SY/Z4CTQ4LG3YV10EKPD0UE8Q.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:90adcdc364f7f30c5538c5bf8596bea4f66c70068f90990210fc986aeb2ef5ea +size 849 diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPerson.h b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPerson.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPerson.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp new file mode 100644 index 0000000..6170839 --- /dev/null +++ b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp @@ -0,0 +1,129 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "TP_ThirdPersonCharacter.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/Controller.h" +#include "GameFramework/SpringArmComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" + + +////////////////////////////////////////////////////////////////////////// +// ATP_ThirdPersonCharacter + +ATP_ThirdPersonCharacter::ATP_ThirdPersonCharacter() +{ + // 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; + + // 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 ATP_ThirdPersonCharacter::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 ATP_ThirdPersonCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent)) { + + //Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + //Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Move); + + //Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Look); + + } + +} + +void ATP_ThirdPersonCharacter::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 ATP_ThirdPersonCharacter::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); + } +} + + + + diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.h b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.h new file mode 100644 index 0000000..77f7869 --- /dev/null +++ b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonCharacter.h @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputActionValue.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; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* LookAction; + +public: + ATP_ThirdPersonCharacter(); + + +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/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp new file mode 100644 index 0000000..aa7ce00 --- /dev/null +++ b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp @@ -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 PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.h b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.h new file mode 100644 index 0000000..bf3f690 --- /dev/null +++ b/CorruptedMemory/Source/CorruptedMemory/TP_ThirdPerson/TP_ThirdPersonGameMode.h @@ -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(); +}; + + + diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.cpp b/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.cpp deleted file mode 100644 index 3e4b4bf..0000000 --- a/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.cpp +++ /dev/null @@ -1,112 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "TP_WeaponComponent.h" -#include "CorruptedMemoryCharacter.h" -#include "CorruptedMemoryProjectile.h" -#include "GameFramework/PlayerController.h" -#include "Camera/PlayerCameraManager.h" -#include "Kismet/GameplayStatics.h" -#include "EnhancedInputComponent.h" -#include "EnhancedInputSubsystems.h" - -// Sets default values for this component's properties -UTP_WeaponComponent::UTP_WeaponComponent() -{ - // Default offset from the character location for projectiles to spawn - MuzzleOffset = FVector(100.0f, 0.0f, 10.0f); -} - - -void UTP_WeaponComponent::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); - } - } -} - -void UTP_WeaponComponent::AttachWeapon(ACorruptedMemoryCharacter* TargetCharacter) -{ - Character = TargetCharacter; - if (Character == nullptr) - { - return; - } - - // Attach the weapon to the First Person Character - FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); - AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint"))); - - // switch bHasRifle so the animation blueprint can switch to another animation set - Character->SetHasRifle(true); - - // 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, &UTP_WeaponComponent::Fire); - } - } -} - -void UTP_WeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) -{ - if (Character == nullptr) - { - return; - } - - if (APlayerController* PlayerController = Cast(Character->GetController())) - { - if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) - { - Subsystem->RemoveMappingContext(FireMappingContext); - } - } -} \ No newline at end of file diff --git a/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.h b/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.h deleted file mode 100644 index 93aa947..0000000 --- a/CorruptedMemory/Source/CorruptedMemory/TP_WeaponComponent.h +++ /dev/null @@ -1,60 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Components/SkeletalMeshComponent.h" -#include "TP_WeaponComponent.generated.h" - -class ACorruptedMemoryCharacter; - -UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) -class CORRUPTEDMEMORY_API UTP_WeaponComponent : 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 */ - UTP_WeaponComponent(); - - /** Attaches the actor to a FirstPersonCharacter */ - UFUNCTION(BlueprintCallable, Category="Weapon") - void AttachWeapon(ACorruptedMemoryCharacter* 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*/ - ACorruptedMemoryCharacter* Character; -};