Update Pistol for Arms & Gun Fire Animation
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.uasset
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/Dialogue/BP_DialogueUI.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ABP_Pistol.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ABP_Pistol.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire_Montage.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/FP_Pistol_Fire_Montage.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire_Montage.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Fire_Montage.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Idle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/PistolAnimations/Pistol_Anims_Armature_Idle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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@ -70,7 +70,6 @@ void AMyVICharacterBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O
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void AMyVICharacterBase::Jump()
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void AMyVICharacterBase::Jump()
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{
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{
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if (PlayerOnShip || InPauseMenu) return;
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// If missing critical components then jump and exit
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// If missing critical components then jump and exit
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if (!VaultComponent || !GetCharacterMovement())
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if (!VaultComponent || !GetCharacterMovement())
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{
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{
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@ -212,7 +211,7 @@ bool AMyVICharacterBase::CanVault_Implementation() const
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}
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}
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// Animation instance is required to play vault montage
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// Animation instance is required to play vault montage
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if (!IsValid(FP_SkeletalMesh) || !IsValid(FP_SkeletalMesh->GetAnimInstance()))
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if (!GetMesh() || !GetMesh()->GetAnimInstance())
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage"));
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UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage"));
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return false;
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return false;
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@ -20,7 +20,7 @@ class UVIPawnVaultComponent;
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* Requires multiple overrides which will cause errors if not correctly performed
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* Requires multiple overrides which will cause errors if not correctly performed
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*/
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*/
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UCLASS(abstract)
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UCLASS(abstract)
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class ENDLESSVENDETTA_API AMyVICharacterBase : public ABountyHunterCharacter, public IVIPawnInterface
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class ENDLESSVENDETTA_API AMyVICharacterBase : public ACharacter, public IVIPawnInterface
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -101,7 +101,7 @@ public:
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virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override;
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virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override;
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virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override;
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virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override;
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virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return FP_SkeletalMesh; }
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virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return GetMesh(); }
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virtual FVIAnimSet GetVaultAnimSet_Implementation() const override;
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virtual FVIAnimSet GetVaultAnimSet_Implementation() const override;
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virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override;
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virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override;
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virtual FVector GetVaultDirection_Implementation() const override;
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virtual FVector GetVaultDirection_Implementation() const override;
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@ -79,18 +79,6 @@ void AEndlessVendettaCharacter::BeginPlay()
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SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave;
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SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave;
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}
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}
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// Set the fp skeletal mesh for the vault it plugin to use
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TArray<UActorComponent*> MeshActComps = GetComponentsByClass(USkeletalMeshComponent::StaticClass());
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for (auto MeshActorComponent : MeshActComps)
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{
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USkeletalMeshComponent* MeshSkeletalComp = Cast<USkeletalMeshComponent>(MeshActorComponent);
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if (MeshSkeletalComp->ComponentHasTag("FP_Mesh"))
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{
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FP_SkeletalMesh = MeshSkeletalComp;
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break;
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}
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}
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//Add Input Mapping Context
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//Add Input Mapping Context
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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{
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@ -103,14 +91,14 @@ void AEndlessVendettaCharacter::BeginPlay()
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GadgetManager = Cast<AGadgetManager>(GadgetManagerActor);
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GadgetManager = Cast<AGadgetManager>(GadgetManagerActor);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules);
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GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules);
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for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera")))
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UCameraComponent* CameraComponent = Cast<UCameraComponent>(GetComponentByClass(UCameraComponent::StaticClass()));
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if (IsValid(CameraComponent))
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{
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{
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FirstPersonCameraComponent = Cast<UCameraComponent>(PlayersCamera);
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FirstPersonCameraComponent = CameraComponent;
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GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera));
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GadgetManager->SpawnGadgetsOnBeginPlay(CameraComponent);
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break;
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}
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}
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InventoryComponent = Cast<UInventoryComponent>(GetWorld()->GetFirstPlayerController()->GetComponentByClass(UInventoryComponent::StaticClass()));
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InventoryComponent = Cast<UInventoryComponent>(GetComponentByClass(UInventoryComponent::StaticClass()));
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WalkSpeed = CharacterMovement->MaxWalkSpeed;
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WalkSpeed = CharacterMovement->MaxWalkSpeed;
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OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
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OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
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CurrentStamina = MaxStamina;
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CurrentStamina = MaxStamina;
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@ -253,10 +253,6 @@ protected:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void StoppedHoldingInteract();
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void StoppedHoldingInteract();
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protected:
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// Used by vault it plugin to run vaulting animations
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USkeletalMeshComponent* FP_SkeletalMesh = nullptr;
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// APawn interface
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// APawn interface
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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// End of APawn interface
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// End of APawn interface
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