diff --git a/Game/.gitattributes b/SeagullGame/.gitattributes
similarity index 100%
rename from Game/.gitattributes
rename to SeagullGame/.gitattributes
diff --git a/Game/.gitignore b/SeagullGame/.gitignore
similarity index 89%
rename from Game/.gitignore
rename to SeagullGame/.gitignore
index 0cf1dfe..84fbf63 100644
--- a/Game/.gitignore
+++ b/SeagullGame/.gitignore
@@ -107,3 +107,18 @@ Build/Android/res/*/*
### MacOS ###
.DS_Store
+
+
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/modules.xml
+/.idea.SeagullGame.iml
+/projectSettingsUpdater.xml
+/contentModel.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
\ No newline at end of file
diff --git a/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/.gitignore b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/.gitignore
new file mode 100644
index 0000000..b9ab0df
--- /dev/null
+++ b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/.gitignore
@@ -0,0 +1,13 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/modules.xml
+/.idea.SeagullGame.iml
+/projectSettingsUpdater.xml
+/contentModel.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/encodings.xml b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/encodings.xml
new file mode 100644
index 0000000..df87cf9
--- /dev/null
+++ b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/encodings.xml
@@ -0,0 +1,4 @@
+
+
+
+
\ No newline at end of file
diff --git a/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/misc.xml b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/misc.xml
new file mode 100644
index 0000000..30bab2a
--- /dev/null
+++ b/SeagullGame/.idea/.idea.SeagullGame.dir/.idea/misc.xml
@@ -0,0 +1,7 @@
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/SeagullGame/Config/DefaultEditor.ini b/SeagullGame/Config/DefaultEditor.ini
new file mode 100644
index 0000000..8a83989
--- /dev/null
+++ b/SeagullGame/Config/DefaultEditor.ini
@@ -0,0 +1,8 @@
+[UnrealEd.SimpleMap]
+SimpleMapName=/Game/TopDown/Maps/TopDownExampleMap
+
+[EditoronlyBP]
+bAllowClassAndBlueprintPinMatching=true
+bReplaceBlueprintWithClass= true
+bDontLoadBlueprintOutsideEditor= true
+bBlueprintIsNotBlueprintType= true
\ No newline at end of file
diff --git a/SeagullGame/Config/DefaultEditorPerProjectUserSettings.ini b/SeagullGame/Config/DefaultEditorPerProjectUserSettings.ini
new file mode 100644
index 0000000..fcdf97e
--- /dev/null
+++ b/SeagullGame/Config/DefaultEditorPerProjectUserSettings.ini
@@ -0,0 +1,2 @@
+[ContentBrowser]
+ContentBrowserTab1.SelectedPaths=/Game/TopDown
\ No newline at end of file
diff --git a/SeagullGame/Config/DefaultEngine.ini b/SeagullGame/Config/DefaultEngine.ini
new file mode 100644
index 0000000..8ee7e13
--- /dev/null
+++ b/SeagullGame/Config/DefaultEngine.ini
@@ -0,0 +1,75 @@
+[/Script/EngineSettings.GameMapsSettings]
+GameDefaultMap=/Game/TopDown/Maps/TopDownMap.TopDownMap
+EditorStartupMap=/Game/TopDown/Maps/TopDownMap.TopDownMap
+GlobalDefaultGameMode="/Script/SeagullGame.SeagullGameGameMode"
+
+[/Script/Engine.RendererSettings]
+r.Mobile.EnableNoPrecomputedLightingCSMShader=1
+r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
+r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
+
+r.GenerateMeshDistanceFields=True
+
+r.DynamicGlobalIlluminationMethod=1
+
+r.ReflectionMethod=1
+
+r.Shadow.Virtual.Enable=1
+
+[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
+-D3D12TargetedShaderFormats=PCD3D_SM5
++D3D12TargetedShaderFormats=PCD3D_SM6
+-D3D11TargetedShaderFormats=PCD3D_SM5
++D3D11TargetedShaderFormats=PCD3D_SM5
+Compiler=Default
+AudioSampleRate=48000
+AudioCallbackBufferFrameSize=1024
+AudioNumBuffersToEnqueue=1
+AudioMaxChannels=0
+AudioNumSourceWorkers=4
+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/HardwareTargeting.HardwareTargetingSettings]
+TargetedHardwareClass=Desktop
+AppliedTargetedHardwareClass=Desktop
+DefaultGraphicsPerformance=Maximum
+AppliedDefaultGraphicsPerformance=Maximum
+
+[/Script/Engine.Engine]
++ActiveGameNameRedirects=(OldGameName="TP_TopDown",NewGameName="/Script/SeagullGame")
++ActiveGameNameRedirects=(OldGameName="/Script/TP_TopDown",NewGameName="/Script/SeagullGame")
++ActiveClassRedirects=(OldClassName="TP_TopDownPlayerController",NewClassName="SeagullGamePlayerController")
++ActiveClassRedirects=(OldClassName="TP_TopDownGameMode",NewClassName="SeagullGameGameMode")
++ActiveClassRedirects=(OldClassName="TP_TopDownCharacter",NewClassName="SeagullGameCharacter")
+
+[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
+bEnablePlugin=True
+bAllowNetworkConnection=True
+SecurityToken=BE5380074DCB83CE28D546A2927460CE
+bIncludeInShipping=False
+bAllowExternalStartInShipping=False
+bCompileAFSProject=False
+bUseCompression=False
+bLogFiles=False
+bReportStats=False
+ConnectionType=USBOnly
+bUseManualIPAddress=False
+ManualIPAddress=
+
diff --git a/SeagullGame/Config/DefaultGame.ini b/SeagullGame/Config/DefaultGame.ini
new file mode 100644
index 0000000..4981ab5
--- /dev/null
+++ b/SeagullGame/Config/DefaultGame.ini
@@ -0,0 +1,11 @@
+[/Script/EngineSettings.GeneralProjectSettings]
+ProjectID=E877E02D488651FAFC658794FDFE9D6A
+ProjectName=Top Down Game Template
+
+[/Script/SeagullGame.SeagullGameCharacter]
+FixedCameraPitch=-45.0
+FixedCameraDistance=1500.0
+
+[StartupActions]
+bAddPacks=True
+InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
diff --git a/SeagullGame/Config/DefaultInput.ini b/SeagullGame/Config/DefaultInput.ini
new file mode 100644
index 0000000..e9f5815
--- /dev/null
+++ b/SeagullGame/Config/DefaultInput.ini
@@ -0,0 +1,84 @@
+[/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_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+bAltEnterTogglesFullscreen=True
+bF11TogglesFullscreen=True
+bUseMouseForTouch=False
+bEnableMouseSmoothing=True
+bEnableFOVScaling=True
+bCaptureMouseOnLaunch=True
+bEnableLegacyInputScales=True
+bEnableMotionControls=True
+bFilterInputByPlatformUser=False
+bShouldFlushPressedKeysOnViewportFocusLost=True
+bAlwaysShowTouchInterface=False
+bShowConsoleOnFourFingerTap=True
+bEnableGestureRecognizer=False
+bUseAutocorrect=False
+DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
+DefaultViewportMouseLockMode=LockOnCapture
+FOVScale=0.011110
+DoubleClickTime=0.200000
+DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
+DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
+DefaultTouchInterface=None
+-ConsoleKeys=Tilde
++ConsoleKeys=Tilde
+
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset
new file mode 100644
index 0000000..b915e8e
--- /dev/null
+++ b/SeagullGame/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/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset
new file mode 100644
index 0000000..4d2cc64
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:fa87ecdbb722402bdb4decef1a53487d6b74789076cb7aa51a4521553f478a89
+size 13710
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset
new file mode 100644
index 0000000..26c98f4
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:b544f3c62bdc242ceb673eb94a30a1bb881ea3b126d849e8e969ea6b30c25772
+size 10382
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset
new file mode 100644
index 0000000..71812b7
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 11197
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset
new file mode 100644
index 0000000..3fbbe60
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset
new file mode 100644
index 0000000..ab712a1
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 28440
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset
new file mode 100644
index 0000000..86a96e3
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset
new file mode 100644
index 0000000..f595931
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 5583495
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset
new file mode 100644
index 0000000..063f935
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset
new file mode 100644
index 0000000..5ee88a5
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset
new file mode 100644
index 0000000..80b681c
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 68924
diff --git a/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/RTG_UE4Manny_UE5Manny.uasset b/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/RTG_UE4Manny_UE5Manny.uasset
new file mode 100644
index 0000000..4c60e88
--- /dev/null
+++ b/SeagullGame/Content/Characters/Mannequin_UE4/Rigs/RTG_UE4Manny_UE5Manny.uasset
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diff --git a/SeagullGame/SeagullGame.uproject b/SeagullGame/SeagullGame.uproject
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index 0000000..1b2c7e0
--- /dev/null
+++ b/SeagullGame/SeagullGame.uproject
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+{
+ "FileVersion": 3,
+ "EngineAssociation": "5.1",
+ "Category": "",
+ "Description": "",
+ "Modules": [
+ {
+ "Name": "SeagullGame",
+ "Type": "Runtime",
+ "LoadingPhase": "Default"
+ }
+ ],
+ "Plugins": [
+ {
+ "Name": "ModelingToolsEditorMode",
+ "Enabled": true,
+ "TargetAllowList": [
+ "Editor"
+ ]
+ }
+ ]
+}
\ No newline at end of file
diff --git a/SeagullGame/Source/SeagullGame.Target.cs b/SeagullGame/Source/SeagullGame.Target.cs
new file mode 100644
index 0000000..8a29b7a
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame.Target.cs
@@ -0,0 +1,15 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+using UnrealBuildTool;
+using System.Collections.Generic;
+
+public class SeagullGameTarget : TargetRules
+{
+ public SeagullGameTarget(TargetInfo Target) : base(Target)
+ {
+ Type = TargetType.Game;
+ DefaultBuildSettings = BuildSettingsVersion.V2;
+ IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
+ ExtraModuleNames.Add("SeagullGame");
+ }
+}
diff --git a/SeagullGame/Source/SeagullGame/SeagullGame.Build.cs b/SeagullGame/Source/SeagullGame/SeagullGame.Build.cs
new file mode 100644
index 0000000..d4dad14
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGame.Build.cs
@@ -0,0 +1,13 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+using UnrealBuildTool;
+
+public class SeagullGame : ModuleRules
+{
+ public SeagullGame(ReadOnlyTargetRules Target) : base(Target)
+ {
+ PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
+
+ PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "NavigationSystem", "AIModule", "Niagara", "EnhancedInput" });
+ }
+}
diff --git a/SeagullGame/Source/SeagullGame/SeagullGame.cpp b/SeagullGame/Source/SeagullGame/SeagullGame.cpp
new file mode 100644
index 0000000..4902a68
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGame.cpp
@@ -0,0 +1,9 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#include "SeagullGame.h"
+#include "Modules/ModuleManager.h"
+
+IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, SeagullGame, "SeagullGame" );
+
+DEFINE_LOG_CATEGORY(LogSeagullGame)
+
\ No newline at end of file
diff --git a/SeagullGame/Source/SeagullGame/SeagullGame.h b/SeagullGame/Source/SeagullGame/SeagullGame.h
new file mode 100644
index 0000000..544f3d0
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGame.h
@@ -0,0 +1,7 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include "CoreMinimal.h"
+
+DECLARE_LOG_CATEGORY_EXTERN(LogSeagullGame, Log, All);
diff --git a/SeagullGame/Source/SeagullGame/SeagullGameCharacter.cpp b/SeagullGame/Source/SeagullGame/SeagullGameCharacter.cpp
new file mode 100644
index 0000000..61fa5c2
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGameCharacter.cpp
@@ -0,0 +1,51 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#include "SeagullGameCharacter.h"
+#include "UObject/ConstructorHelpers.h"
+#include "Camera/CameraComponent.h"
+#include "Components/DecalComponent.h"
+#include "Components/CapsuleComponent.h"
+#include "GameFramework/CharacterMovementComponent.h"
+#include "GameFramework/PlayerController.h"
+#include "GameFramework/SpringArmComponent.h"
+#include "Materials/Material.h"
+#include "Engine/World.h"
+
+ASeagullGameCharacter::ASeagullGameCharacter()
+{
+ // Set size for player capsule
+ GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
+
+ // Don't rotate character to camera direction
+ bUseControllerRotationPitch = false;
+ bUseControllerRotationYaw = false;
+ bUseControllerRotationRoll = false;
+
+ // Configure character movement
+ GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
+ GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
+ GetCharacterMovement()->bConstrainToPlane = true;
+ GetCharacterMovement()->bSnapToPlaneAtStart = true;
+
+ // Create a camera boom...
+ CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom"));
+ CameraBoom->SetupAttachment(RootComponent);
+ CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does
+ CameraBoom->TargetArmLength = 800.f;
+ CameraBoom->SetRelativeRotation(FRotator(-60.f, 0.f, 0.f));
+ CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level
+
+ // Create a camera...
+ TopDownCameraComponent = CreateDefaultSubobject(TEXT("TopDownCamera"));
+ TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
+ TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
+
+ // Activate ticking in order to update the cursor every frame.
+ PrimaryActorTick.bCanEverTick = true;
+ PrimaryActorTick.bStartWithTickEnabled = true;
+}
+
+void ASeagullGameCharacter::Tick(float DeltaSeconds)
+{
+ Super::Tick(DeltaSeconds);
+}
diff --git a/SeagullGame/Source/SeagullGame/SeagullGameCharacter.h b/SeagullGame/Source/SeagullGame/SeagullGameCharacter.h
new file mode 100644
index 0000000..a9075f7
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGameCharacter.h
@@ -0,0 +1,34 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameFramework/Character.h"
+#include "SeagullGameCharacter.generated.h"
+
+UCLASS(Blueprintable)
+class ASeagullGameCharacter : public ACharacter
+{
+ GENERATED_BODY()
+
+public:
+ ASeagullGameCharacter();
+
+ // Called every frame.
+ virtual void Tick(float DeltaSeconds) override;
+
+ /** Returns TopDownCameraComponent subobject **/
+ FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; }
+ /** Returns CameraBoom subobject **/
+ FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
+
+private:
+ /** Top down camera */
+ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
+ class UCameraComponent* TopDownCameraComponent;
+
+ /** Camera boom positioning the camera above the character */
+ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
+ class USpringArmComponent* CameraBoom;
+};
+
diff --git a/SeagullGame/Source/SeagullGame/SeagullGameGameMode.cpp b/SeagullGame/Source/SeagullGame/SeagullGameGameMode.cpp
new file mode 100644
index 0000000..8f0e72d
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGameGameMode.cpp
@@ -0,0 +1,26 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#include "SeagullGameGameMode.h"
+#include "SeagullGamePlayerController.h"
+#include "SeagullGameCharacter.h"
+#include "UObject/ConstructorHelpers.h"
+
+ASeagullGameGameMode::ASeagullGameGameMode()
+{
+ // use our custom PlayerController class
+ PlayerControllerClass = ASeagullGamePlayerController::StaticClass();
+
+ // set default pawn class to our Blueprinted character
+ static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
+ if (PlayerPawnBPClass.Class != nullptr)
+ {
+ DefaultPawnClass = PlayerPawnBPClass.Class;
+ }
+
+ // set default controller to our Blueprinted controller
+ static ConstructorHelpers::FClassFinder PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
+ if(PlayerControllerBPClass.Class != NULL)
+ {
+ PlayerControllerClass = PlayerControllerBPClass.Class;
+ }
+}
\ No newline at end of file
diff --git a/SeagullGame/Source/SeagullGame/SeagullGameGameMode.h b/SeagullGame/Source/SeagullGame/SeagullGameGameMode.h
new file mode 100644
index 0000000..6bb25b8
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGameGameMode.h
@@ -0,0 +1,19 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameFramework/GameModeBase.h"
+#include "SeagullGameGameMode.generated.h"
+
+UCLASS(minimalapi)
+class ASeagullGameGameMode : public AGameModeBase
+{
+ GENERATED_BODY()
+
+public:
+ ASeagullGameGameMode();
+};
+
+
+
diff --git a/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.cpp b/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.cpp
new file mode 100644
index 0000000..a770cd6
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.cpp
@@ -0,0 +1,117 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#include "SeagullGamePlayerController.h"
+#include "GameFramework/Pawn.h"
+#include "Blueprint/AIBlueprintHelperLibrary.h"
+#include "NiagaraSystem.h"
+#include "NiagaraFunctionLibrary.h"
+#include "SeagullGameCharacter.h"
+#include "Engine/World.h"
+#include "EnhancedInputComponent.h"
+#include "EnhancedInputSubsystems.h"
+
+ASeagullGamePlayerController::ASeagullGamePlayerController()
+{
+ bShowMouseCursor = true;
+ DefaultMouseCursor = EMouseCursor::Default;
+ CachedDestination = FVector::ZeroVector;
+ FollowTime = 0.f;
+}
+
+void ASeagullGamePlayerController::BeginPlay()
+{
+ // Call the base class
+ Super::BeginPlay();
+
+ //Add Input Mapping Context
+ if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(GetLocalPlayer()))
+ {
+ Subsystem->AddMappingContext(DefaultMappingContext, 0);
+ }
+}
+
+void ASeagullGamePlayerController::SetupInputComponent()
+{
+ // set up gameplay key bindings
+ Super::SetupInputComponent();
+
+ // Set up action bindings
+ if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(InputComponent))
+ {
+ // Setup mouse input events
+ EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &ASeagullGamePlayerController::OnInputStarted);
+ EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &ASeagullGamePlayerController::OnSetDestinationTriggered);
+ EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &ASeagullGamePlayerController::OnSetDestinationReleased);
+ EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &ASeagullGamePlayerController::OnSetDestinationReleased);
+
+ // Setup touch input events
+ EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Started, this, &ASeagullGamePlayerController::OnInputStarted);
+ EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Triggered, this, &ASeagullGamePlayerController::OnTouchTriggered);
+ EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Completed, this, &ASeagullGamePlayerController::OnTouchReleased);
+ EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Canceled, this, &ASeagullGamePlayerController::OnTouchReleased);
+ }
+}
+
+void ASeagullGamePlayerController::OnInputStarted()
+{
+ StopMovement();
+}
+
+// Triggered every frame when the input is held down
+void ASeagullGamePlayerController::OnSetDestinationTriggered()
+{
+ // We flag that the input is being pressed
+ FollowTime += GetWorld()->GetDeltaSeconds();
+
+ // We look for the location in the world where the player has pressed the input
+ FHitResult Hit;
+ bool bHitSuccessful = false;
+ if (bIsTouch)
+ {
+ bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
+ }
+ else
+ {
+ bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
+ }
+
+ // If we hit a surface, cache the location
+ if (bHitSuccessful)
+ {
+ CachedDestination = Hit.Location;
+ }
+
+ // Move towards mouse pointer or touch
+ APawn* ControlledPawn = GetPawn();
+ if (ControlledPawn != nullptr)
+ {
+ FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
+ ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
+ }
+}
+
+void ASeagullGamePlayerController::OnSetDestinationReleased()
+{
+ // If it was a short press
+ if (FollowTime <= ShortPressThreshold)
+ {
+ // We move there and spawn some particles
+ UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
+ UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
+ }
+
+ FollowTime = 0.f;
+}
+
+// Triggered every frame when the input is held down
+void ASeagullGamePlayerController::OnTouchTriggered()
+{
+ bIsTouch = true;
+ OnSetDestinationTriggered();
+}
+
+void ASeagullGamePlayerController::OnTouchReleased()
+{
+ bIsTouch = false;
+ OnSetDestinationReleased();
+}
diff --git a/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.h b/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.h
new file mode 100644
index 0000000..05a396e
--- /dev/null
+++ b/SeagullGame/Source/SeagullGame/SeagullGamePlayerController.h
@@ -0,0 +1,65 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "Templates/SubclassOf.h"
+#include "GameFramework/PlayerController.h"
+#include "InputActionValue.h"
+#include "SeagullGamePlayerController.generated.h"
+
+/** Forward declaration to improve compiling times */
+class UNiagaraSystem;
+
+UCLASS()
+class ASeagullGamePlayerController : public APlayerController
+{
+ GENERATED_BODY()
+
+public:
+ ASeagullGamePlayerController();
+
+ /** Time Threshold to know if it was a short press */
+ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
+ float ShortPressThreshold;
+
+ /** FX Class that we will spawn when clicking */
+ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
+ UNiagaraSystem* FXCursor;
+
+ /** 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* SetDestinationClickAction;
+
+ /** Jump Input Action */
+ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
+ class UInputAction* SetDestinationTouchAction;
+
+protected:
+ /** True if the controlled character should navigate to the mouse cursor. */
+ uint32 bMoveToMouseCursor : 1;
+
+ virtual void SetupInputComponent() override;
+
+ // To add mapping context
+ virtual void BeginPlay();
+
+ /** Input handlers for SetDestination action. */
+ void OnInputStarted();
+ void OnSetDestinationTriggered();
+ void OnSetDestinationReleased();
+ void OnTouchTriggered();
+ void OnTouchReleased();
+
+private:
+ FVector CachedDestination;
+
+ bool bIsTouch; // Is it a touch device
+ float FollowTime; // For how long it has been pressed
+};
+
+
diff --git a/SeagullGame/Source/SeagullGameEditor.Target.cs b/SeagullGame/Source/SeagullGameEditor.Target.cs
new file mode 100644
index 0000000..f41047d
--- /dev/null
+++ b/SeagullGame/Source/SeagullGameEditor.Target.cs
@@ -0,0 +1,15 @@
+// Copyright Epic Games, Inc. All Rights Reserved.
+
+using UnrealBuildTool;
+using System.Collections.Generic;
+
+public class SeagullGameEditorTarget : TargetRules
+{
+ public SeagullGameEditorTarget(TargetInfo Target) : base(Target)
+ {
+ Type = TargetType.Editor;
+ DefaultBuildSettings = BuildSettingsVersion.V2;
+ IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
+ ExtraModuleNames.Add("SeagullGame");
+ }
+}