From ac4662a9f31c3449ce0a8ca934fef4b71e7eebc7 Mon Sep 17 00:00:00 2001 From: Louis Horne Date: Thu, 5 Oct 2023 18:52:21 +0100 Subject: [PATCH 01/17] Add Blockout for Tutrorial Started the blockout for the tutorial level. --- .../Characters/Mannequins/Animations/ABP_Manny.uasset | 3 +++ .../Characters/Mannequins/Animations/ABP_Quinn.uasset | 3 +++ .../Mannequins/Animations/Manny/BS_MM_WalkRun.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Fall_Loop.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Idle.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Jump.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Land.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Run_Fwd.uasset | 3 +++ .../Characters/Mannequins/Animations/Manny/MM_Walk_Fwd.uasset | 3 +++ .../Mannequins/Animations/Manny/MM_Walk_InPlace.uasset | 3 +++ .../Mannequins/Animations/Quinn/BS_MF_Unarmed_WalkRun.uasset | 3 +++ .../Characters/Mannequins/Animations/Quinn/MF_Idle.uasset | 3 +++ .../Characters/Mannequins/Animations/Quinn/MF_Run_Fwd.uasset | 3 +++ .../Characters/Mannequins/Animations/Quinn/MF_Walk_Fwd.uasset | 3 +++ .../Mannequins/Materials/Functions/CA_Mannequin.uasset | 3 +++ .../Mannequins/Materials/Functions/ChromaticCurve.uasset | 3 +++ .../Mannequins/Materials/Functions/MF_Diffraction.uasset | 3 +++ .../Mannequins/Materials/Functions/MF_logo3layers.uasset | 3 +++ .../Mannequins/Materials/Functions/ML_BaseColorFallOff.uasset | 3 +++ .../Mannequins/Materials/Instances/Manny/MI_Manny_01.uasset | 3 +++ .../Mannequins/Materials/Instances/Manny/MI_Manny_02.uasset | 3 +++ .../Mannequins/Materials/Instances/Quinn/MI_Quinn_01.uasset | 3 +++ .../Mannequins/Materials/Instances/Quinn/MI_Quinn_02.uasset | 3 +++ .../Characters/Mannequins/Materials/M_Mannequin.uasset | 3 +++ .../Characters/Mannequins/Meshes/Mannequin_LODSettings.uasset | 3 +++ .../ControlRig/Characters/Mannequins/Meshes/SKM_Manny.uasset | 3 +++ .../Characters/Mannequins/Meshes/SKM_Manny_Simple.uasset | 3 +++ .../ControlRig/Characters/Mannequins/Meshes/SKM_Quinn.uasset | 3 +++ .../Characters/Mannequins/Meshes/SKM_Quinn_Simple.uasset | 3 +++ .../Characters/Mannequins/Meshes/SK_Mannequin.uasset | 3 +++ .../Characters/Mannequins/Rigs/ABP_Manny_PostProcess.uasset | 3 +++ .../Characters/Mannequins/Rigs/ABP_Quinn_PostProcess.uasset | 3 +++ .../Characters/Mannequins/Rigs/CR_Mannequin_BasicBiped.uasset | 3 +++ .../Characters/Mannequins/Rigs/CR_Mannequin_BasicFootIK.uasset | 3 +++ .../Characters/Mannequins/Rigs/CR_Mannequin_Body.uasset | 3 +++ .../Characters/Mannequins/Rigs/CR_Mannequin_Procedural.uasset | 3 +++ .../ControlRig/Characters/Mannequins/Rigs/IK_Mannequin.uasset | 3 +++ .../ControlRig/Characters/Mannequins/Rigs/PA_Mannequin.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_calf_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_calf_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_calf_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_calf_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_clavicle_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_clavicle_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_clavicle_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_clavicle_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_foot_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_foot_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_foot_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_foot_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_hand_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_hand_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_hand_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_hand_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_lowerarm_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_lowerarm_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_lowerarm_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_lowerarm_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_thigh_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_thigh_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_thigh_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_thigh_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_upperarm_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_upperarm_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_upperarm_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Manny/Manny_upperarm_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_calf_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_calf_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_calf_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_calf_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_foot_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_foot_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_foot_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_foot_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_hand_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_hand_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_hand_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_hand_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_lowerarm_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_lowerarm_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_lowerarm_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_lowerarm_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_thigh_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_thigh_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_thigh_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_thigh_r_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_upperarm_l_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_upperarm_l_pose.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_upperarm_r_anim.uasset | 3 +++ .../Mannequins/Rigs/Poses/Quinn/Quinn_upperarm_r_pose.uasset | 3 +++ .../ControlRig/Characters/Mannequins/Rigs/RTG_Mannequin.uasset | 3 +++ .../Mannequins/Textures/Manny/T_Manny_01_ASAOPMASK_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_01_BN.uasset | 3 +++ .../Textures/Manny/T_Manny_01_CCRCCPlastic_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_01_D.uasset | 3 +++ .../Mannequins/Textures/Manny/T_Manny_01_MSR_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_01_N.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_01_Tan.uasset | 3 +++ .../Mannequins/Textures/Manny/T_Manny_02_ASAOPMASK_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_02_BN.uasset | 3 +++ .../Textures/Manny/T_Manny_02_CCRCCPlastic_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_02_D.uasset | 3 +++ .../Mannequins/Textures/Manny/T_Manny_02_MSR_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_02_N.uasset | 3 +++ .../Characters/Mannequins/Textures/Manny/T_Manny_02_Tan.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_01ID_BN.uasset | 3 +++ .../Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_D.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_01ID_MSR_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Quinn/T_Quinn_01ID_N.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_01ID_Tan.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_01_ASAOMASK_MSK.uasset | 3 +++ .../Textures/Quinn/T_Quinn_01_CCRCCPlastic_MSK.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_02ID_BN.uasset | 3 +++ .../Characters/Mannequins/Textures/Quinn/T_Quinn_02ID_D.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_02ID_MSR_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Quinn/T_Quinn_02ID_N.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_02ID_Tan.uasset | 3 +++ .../Mannequins/Textures/Quinn/T_Quinn_02_ASAOMASK_MSK.uasset | 3 +++ .../Textures/Quinn/T_Quinn_02_CCRCCPlastic_MSK.uasset | 3 +++ .../Characters/Mannequins/Textures/Shared/T_UE_Logo_M.uasset | 3 +++ .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 3 +++ .../Content/StarterContent/Architecture/Floor_400x400.uasset | 2 +- 126 files changed, 376 insertions(+), 1 deletion(-) create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/ABP_Manny.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/ABP_Quinn.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/BS_MM_WalkRun.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Fall_Loop.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Idle.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Jump.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Land.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Run_Fwd.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Walk_Fwd.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Manny/MM_Walk_InPlace.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Quinn/BS_MF_Unarmed_WalkRun.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Quinn/MF_Idle.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Quinn/MF_Run_Fwd.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Animations/Quinn/MF_Walk_Fwd.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Functions/CA_Mannequin.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Functions/ChromaticCurve.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Functions/MF_Diffraction.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Functions/MF_logo3layers.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Functions/ML_BaseColorFallOff.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Instances/Manny/MI_Manny_01.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Instances/Manny/MI_Manny_02.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Instances/Quinn/MI_Quinn_01.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/Instances/Quinn/MI_Quinn_02.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Materials/M_Mannequin.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/Mannequin_LODSettings.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/SKM_Manny.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/SKM_Manny_Simple.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/SKM_Quinn.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/SKM_Quinn_Simple.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Meshes/SK_Mannequin.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/ABP_Manny_PostProcess.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/ABP_Quinn_PostProcess.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/CR_Mannequin_BasicBiped.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/CR_Mannequin_BasicFootIK.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/CR_Mannequin_Body.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/CR_Mannequin_Procedural.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/IK_Mannequin.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/PA_Mannequin.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_calf_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_calf_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_calf_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_calf_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_clavicle_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_clavicle_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_clavicle_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_clavicle_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_foot_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_foot_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_foot_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_foot_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_hand_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_hand_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_hand_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_hand_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_lowerarm_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_lowerarm_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_lowerarm_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_lowerarm_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_thigh_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_thigh_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_thigh_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_thigh_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_upperarm_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_upperarm_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_upperarm_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Manny/Manny_upperarm_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_calf_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_calf_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_calf_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_calf_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_clavicle_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_foot_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_foot_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_foot_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_foot_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_hand_l_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_hand_l_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_hand_r_anim.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_hand_r_pose.uasset create mode 100644 EndlessVendetta/Content/ControlRig/Characters/Mannequins/Rigs/Poses/Quinn/Quinn_lowerarm_l_anim.uasset create mode 100644 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b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4affdcf4a4ad958c59cf0f89fc2b9cd113305262e46a5221a577ae9b2fa83055 +oid sha256:1fad714b06ca68b8c0ca86d9188b06810dc1c45596e9b9feb3133228ffdc9e7e size 14831 From 262de913ce5a9a7e384cc3ce0c252123cd4ddea4 Mon Sep 17 00:00:00 2001 From: Louis Horne Date: Fri, 6 Oct 2023 10:40:08 +0100 Subject: [PATCH 02/17] Continue Tutorial Hit Blockout Finished the first floor of the tutorial hit. Carrying on to the upper floor later. --- .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 4 ++-- .../Content/StarterContent/Architecture/Floor_400x400.uasset | 4 ++-- .../StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap index 32e67cd1..7227b585 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9b3a3b80c0e2202acf7dee2abf480fb0af186208e3b66ad51aaee63d9cb64d49 -size 59846 +oid sha256:d1c1c6bbcd436113a83a234d11ea9ffdcd3519ae2c184849d31d77d5866ed7a8 +size 132947 diff --git a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset index e1c5d9aa..c2a34afc 100644 --- a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset +++ b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:1fad714b06ca68b8c0ca86d9188b06810dc1c45596e9b9feb3133228ffdc9e7e -size 14831 +oid sha256:4c0ecf0ac0702cc2bd355ec050232a61c49e10f102448efbeb735a51824adef6 +size 14948 diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index 0f990580..1ba35309 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bc35eb2d43a47427d30aba0196f9eac90d089dd3abca319528c5d25c83510d0d -size 72364642 +oid sha256:dda4b9b170b4163ec9781daf3302b88539cf260efdacb29df1a4a10813400f5c +size 66790688 From b75bc0768c2734afe79d71452e5b15c3f756e762 Mon Sep 17 00:00:00 2001 From: Louis Horne Date: Mon, 9 Oct 2023 12:10:49 +0100 Subject: [PATCH 03/17] Add second floor to the tutorial blockout I finished the second floor and lit the inside of the first floor --- .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap index 7227b585..71396726 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d1c1c6bbcd436113a83a234d11ea9ffdcd3519ae2c184849d31d77d5866ed7a8 -size 132947 +oid sha256:8e5e538c953b65e8521c292129e2afa8bb4698ded846f4e66187af3aa07da3f9 +size 250175 From f427b07bb9e28b1bd58c4f94c504ffeba4abd799 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Mon, 9 Oct 2023 14:51:50 +0100 Subject: [PATCH 04/17] Attempted Change to Recoil Timing for Weapons --- .../AssaultRifles/BP_BaseAssaultRifle.uasset | 4 ++-- .../WeaponSystem/BaseWeaponClass.cpp | 13 +++++++------ .../EndlessVendetta/WeaponSystem/BaseWeaponClass.h | 2 ++ 3 files changed, 11 insertions(+), 8 deletions(-) diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index 7a6aaf5e..b5a6daba 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:687cf147ebf43e160b9c018f570186e7fd789493317c6c28e6bba9c92095f005 -size 37868 +oid sha256:b6a0ba4e4f4c638a319c76ccdd1a71c53a5f6a04822a0f6a18861e5f44d2eb51 +size 37876 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index caa70988..96a6656e 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -23,6 +23,9 @@ ABaseWeaponClass::ABaseWeaponClass() void ABaseWeaponClass::BeginPlay() { Super::BeginPlay(); + + collisionParams.AddIgnoredActor(playerInWorld); + collisionParams.AddIgnoredActor(this); // Attempt to find the player character APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0); @@ -88,8 +91,9 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time recoilTime += DeltaTime; if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); - traceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime))); - //UE_LOG(LogTemp, Warning, TEXT("Controller pitch: Pitch: %f Yaw: %f, Roll: %f"), playerInWorld->GetControlRotation().Pitch, playerInWorld->GetControlRotation().Yaw, playerInWorld->GetControlRotation().Roll); + newTraceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime))); + GetWorld()->LineTraceSingleByChannel(outHit, traceStart, newTraceEnd, ECC_Visibility, collisionParams); + UE_LOG(LogTemp, Warning, TEXT("traceEnd: %s"), *traceEnd.ToString()); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); //UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); UpdateSamples(amplitude, recoilTime); @@ -150,15 +154,12 @@ void ABaseWeaponClass::Fire() //do damage fallof based off distance traceStart = GunStartArrow->GetComponentLocation(); traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); - FCollisionQueryParams collisionParams; - collisionParams.AddIgnoredActor(playerInWorld); - collisionParams.AddIgnoredActor(this); /*RecoilVerticalLimit(outHit);*/ if (GetWorldTimerManager().IsTimerActive(timerHandle)) { return; } - GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); + if (bulletCountShoot <= 3) GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); //Debug line to see where the trace hit DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 0edef8f6..933b5a2c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -116,6 +116,8 @@ public: FHitResult outHit; FVector traceStart; FVector traceEnd; + FVector newTraceEnd; + FCollisionQueryParams collisionParams; //UFUNCTION(BlueprintCallable, Category = "Weapons") //void RecoilVerticalLimit(FHitResult Outhit); From cd38898a589a93dea79f31c9be3cd036598508c7 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Mon, 9 Oct 2023 23:52:08 +0100 Subject: [PATCH 05/17] Updated Weapon Recoil to KeepFiring but Remove Pitch --- .../.idea.EndlessVendetta.dir/.idea/vcs.xml | 6 ++++++ .../Blueprints/BP_FirstPersonCharacter.uasset | 4 ++-- .../AssaultRifles/BP_BaseAssaultRifle.uasset | 4 ++-- .../WeaonRecoil/AssaultRecoilPattern.uasset | 2 +- .../Blueprints/WBP_Crosshair.uasset | 4 ++-- .../WeaponSystem/BaseWeaponClass.cpp | 20 ++++++++++--------- .../WeaponSystem/BaseWeaponClass.h | 2 ++ 7 files changed, 26 insertions(+), 16 deletions(-) create mode 100644 EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml new file mode 100644 index 00000000..6c0b8635 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index e7dcb857..cc246418 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:65d9f1286e3e2a0afeb00fd61e2a4ad5d105f8c4ea61cf146761901c810ea4bb -size 42451 +oid sha256:946f8f62bbea4cb4f5d279e9da49d29291bacb30f803de7fd8503ed608295287 +size 42585 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index b5a6daba..4e3a7b0b 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b6a0ba4e4f4c638a319c76ccdd1a71c53a5f6a04822a0f6a18861e5f44d2eb51 -size 37876 +oid sha256:3194a5d00e86f1294c85008ba95e40c7d09358e3df2d8360945f78a20dc0a78d +size 37917 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset index 423c7283..e0afe7ed 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b63c754fc78a67f950a91e30dd31a6778bac31a485191b9cc14560515d5012a5 +oid sha256:136afa1f1b4d7d302c0824edcbaeff1061de8ca41532af1ff390294a8baeda7a size 2033 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset index bdd28701..b36651a3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a3c0a70c5b68ec66372ae8e29abcb76deb385319f24202e43395c9061b3d0f8a -size 24854 +oid sha256:f29a879021fde175da0f45dcffaa1e4b4765574bb429977dc552cd51b2ad899a +size 24819 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 96a6656e..a8f66c9c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -91,9 +91,8 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time recoilTime += DeltaTime; if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); - newTraceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime))); - GetWorld()->LineTraceSingleByChannel(outHit, traceStart, newTraceEnd, ECC_Visibility, collisionParams); - UE_LOG(LogTemp, Warning, TEXT("traceEnd: %s"), *traceEnd.ToString()); + GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); + //traceEnd = GunStartArrow->GetComponentLocation() + (GunStartArrow->GetComponentRotation().Pitch * GetRecoilPitch(amplitude, recoilTime)); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); //UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); UpdateSamples(amplitude, recoilTime); @@ -145,6 +144,8 @@ void ABaseWeaponClass::CancelFire() GetWorldTimerManager().ClearTimer(timerHandle); UE_LOG(LogTemp, Display, TEXT("FireCancelled")); bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0,0,0)); + playerControllerRef->SetControlRotation(ogPlayerRotation); } void ABaseWeaponClass::Fire() @@ -155,12 +156,8 @@ void ABaseWeaponClass::Fire() traceStart = GunStartArrow->GetComponentLocation(); traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); /*RecoilVerticalLimit(outHit);*/ - if (GetWorldTimerManager().IsTimerActive(timerHandle)) - { - return; - } - if (bulletCountShoot <= 3) GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); - //Debug line to see where the trace hit + if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; + GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; @@ -168,6 +165,11 @@ void ABaseWeaponClass::Fire() GenerateRecoilVector(); ClickDetectionTimer(); bulletCountShoot += 1; + if (bulletCountShoot <= 1) + { + ogPlayerRotation = FRotator(playerControllerRef->GetControlRotation()); + UE_LOG(LogTemp, Display, TEXT("FIRST BULLET FIRED: %s"), *ogPlayerRotation.ToString()); + } if (outHit.bBlockingHit) { UE_LOG(LogTemp, Display, TEXT("Ammo Count: %s"), *outHit.GetActor()->GetName()); diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 933b5a2c..19175cef 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -119,6 +119,8 @@ public: FVector newTraceEnd; FCollisionQueryParams collisionParams; + FRotator ogPlayerRotation; + //UFUNCTION(BlueprintCallable, Category = "Weapons") //void RecoilVerticalLimit(FHitResult Outhit); From 13d96ad67c5fec10c34c7bf012e6df933c223e47 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Tue, 10 Oct 2023 12:58:45 +0100 Subject: [PATCH 06/17] Tweaked AR Recoil Vals and Added Moving Error to all weapons --- .../AssaultRifles/BP_BaseAssaultRifle.uasset | 4 ++-- .../BaseWeapons/BP_BaseWeapon.uasset | 4 ++-- .../BaseWeapons/BP_GunCameraShake.uasset | 2 +- .../WeaponSystem/BaseWeaponClass.cpp | 22 +++++++++---------- .../WeaponSystem/BaseWeaponClass.h | 22 ++++++++++++++++--- 5 files changed, 34 insertions(+), 20 deletions(-) diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index 4e3a7b0b..2e239e7c 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3194a5d00e86f1294c85008ba95e40c7d09358e3df2d8360945f78a20dc0a78d -size 37917 +oid sha256:d4914d01f2581bf5c3edc200811e9990ccc825755171a4fc83bfb0ef12bcb145 +size 38083 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset index dc2d119d..47d586c9 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:af36276c4e513a207e06ec1eaa8f5c4273ab5634330a999db47ac9128e7d02ec -size 29776 +oid sha256:4febec5729a36774fbc7932a6fec983a74cc9cfac901f131fcbdafe3da17205c +size 29846 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset index a24df98a..cc04228d 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5b5bc4f06eaeb74c61b627c02ff6e49dedeebfe047bc79fbfa8941b25c4674ef +oid sha256:4358c8520e164b973fae2ae1a18307f0eb691ecfd94b433cbda1052b8b2751fa size 7209 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index a8f66c9c..8e61ac7b 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -75,7 +75,11 @@ void ABaseWeaponClass::GenerateRecoilVector() recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle)); recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle)); - + + if (bulletCountShoot >= howMnyShotsTillRclStop) + { + recoilResultPitch = 0; + } //scaling direction to magnitude recoilResultPitch *= -tempMag; recoilResultYaw *= tempMag; @@ -92,9 +96,7 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) recoilTime += DeltaTime; if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); - //traceEnd = GunStartArrow->GetComponentLocation() + (GunStartArrow->GetComponentRotation().Pitch * GetRecoilPitch(amplitude, recoilTime)); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); - //UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); UpdateSamples(amplitude, recoilTime); } } @@ -155,24 +157,20 @@ void ABaseWeaponClass::Fire() //do damage fallof based off distance traceStart = GunStartArrow->GetComponentLocation(); traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); - /*RecoilVerticalLimit(outHit);*/ if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); - DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 1.5f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; - UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount); GenerateRecoilVector(); ClickDetectionTimer(); bulletCountShoot += 1; if (bulletCountShoot <= 1) { ogPlayerRotation = FRotator(playerControllerRef->GetControlRotation()); - UE_LOG(LogTemp, Display, TEXT("FIRST BULLET FIRED: %s"), *ogPlayerRotation.ToString()); } if (outHit.bBlockingHit) { - UE_LOG(LogTemp, Display, TEXT("Ammo Count: %s"), *outHit.GetActor()->GetName()); if (!Cast(outHit.GetActor())) return; Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } @@ -188,10 +186,10 @@ void ABaseWeaponClass::WeaponScopedFire() { if (endlessVendettaChar->bIsScoped) { - recoilMagnitude -= 0.2f; - recoilMaxAngleLeft /= 2.f; - recoilMaxAngleRight /= 2.f; - recoilMinMultiplier -= 0.2f; + recoilMagnitude = scopedRecoilMag; + recoilMaxAngleLeft = scopedMaxAngleLeft; + recoilMaxAngleRight = scopedMaxAngleRight; + recoilMinMultiplier = scopedMinMultiplier; } else diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 19175cef..4deb8c6c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -24,9 +24,9 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; - void GenerateRecoilVector(); - void ApplyRecoil(float DeltaTime); + + void GenerateRecoilVector(); void nullSamples(); @@ -44,7 +44,7 @@ protected: public: // Called every frame virtual void Tick(float DeltaTime) override; - + UPROPERTY(EditAnywhere) FName WeaponName; @@ -57,9 +57,25 @@ public: UPROPERTY(EditAnywhere) int MagazineSize; + //how many bullets until the recoil stops going up + UPROPERTY(EditAnywhere) + int howMnyShotsTillRclStop; + UPROPERTY(EditAnywhere) UTexture2D* WeaponImage; + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedRecoilMag; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleLeft; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleRight; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMinMultiplier; + UFUNCTION(BlueprintCallable, Category = "Weapons") virtual void Fire(); From caf7254f106fa5c0d243f275df492eaf92a2b507 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Tue, 10 Oct 2023 13:13:53 +0100 Subject: [PATCH 07/17] Updated FireRate for Base Pistol Weapon --- .../Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset index ea240160..2ec11a0f 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:71b1463641785fe268bbea7f26c1e1d12cb0703f47b2ec1c50afd19ed3f061ed -size 30046 +oid sha256:b3bf71e2c6645280bb24b5e8ed7e526df8cb074b7daedabb10fc36e49c04a6dd +size 29979 From 79ef9a3de1e40739632377f1508e064bd12fcea1 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Tue, 10 Oct 2023 13:14:09 +0100 Subject: [PATCH 08/17] Fixed Crosshair Not returning to proper Position --- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 6 +----- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h | 2 -- 2 files changed, 1 insertion(+), 7 deletions(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 8e61ac7b..271d8234 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -147,7 +147,7 @@ void ABaseWeaponClass::CancelFire() UE_LOG(LogTemp, Display, TEXT("FireCancelled")); bulletCountShoot = 0; GunStartArrow->SetRelativeRotation(FRotator(0,0,0)); - playerControllerRef->SetControlRotation(ogPlayerRotation); + playerControllerRef->SetControlRotation(FRotator(0,0,0)); } void ABaseWeaponClass::Fire() @@ -165,10 +165,6 @@ void ABaseWeaponClass::Fire() GenerateRecoilVector(); ClickDetectionTimer(); bulletCountShoot += 1; - if (bulletCountShoot <= 1) - { - ogPlayerRotation = FRotator(playerControllerRef->GetControlRotation()); - } if (outHit.bBlockingHit) { if (!Cast(outHit.GetActor())) return; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 4deb8c6c..98557014 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -135,8 +135,6 @@ public: FVector newTraceEnd; FCollisionQueryParams collisionParams; - FRotator ogPlayerRotation; - //UFUNCTION(BlueprintCallable, Category = "Weapons") //void RecoilVerticalLimit(FHitResult Outhit); From 9e09c569db58f4e3fbc239dcec4293dc930e5436 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Tue, 10 Oct 2023 14:23:03 +0100 Subject: [PATCH 09/17] Fixed camera returning to correct position --- .../WeaponSystem/BaseWeaponClass.cpp | 21 ++++++++++++++++--- .../WeaponSystem/BaseWeaponClass.h | 4 +++- 2 files changed, 21 insertions(+), 4 deletions(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 271d8234..e348490a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -63,6 +63,13 @@ void ABaseWeaponClass::Tick(float DeltaTime) { ApplyRecoil(DeltaTime); } + UE_LOG(LogTemp, Display, TEXT("currnt pitch: %f"), currentPitch); + if (currentPitch < 0 && bStopShooting) + { + float increment = currentPitch * DeltaTime * 8; + currentPitch -= increment; + playerInWorld->AddControllerPitchInput(-increment); + } } @@ -94,7 +101,11 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) { float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time recoilTime += DeltaTime; - if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); + if (bulletCountShoot <= 3) + { + playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); + currentPitch += GetRecoilPitch(amplitude,recoilTime); + } GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); UpdateSamples(amplitude, recoilTime); @@ -144,10 +155,13 @@ void ABaseWeaponClass::ClickDetectionTimer() void ABaseWeaponClass::CancelFire() { GetWorldTimerManager().ClearTimer(timerHandle); + if (bulletCountShoot <= 0) return; UE_LOG(LogTemp, Display, TEXT("FireCancelled")); bulletCountShoot = 0; - GunStartArrow->SetRelativeRotation(FRotator(0,0,0)); - playerControllerRef->SetControlRotation(FRotator(0,0,0)); + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); } void ABaseWeaponClass::Fire() @@ -165,6 +179,7 @@ void ABaseWeaponClass::Fire() GenerateRecoilVector(); ClickDetectionTimer(); bulletCountShoot += 1; + bStopShooting = false; if (outHit.bBlockingHit) { if (!Cast(outHit.GetActor())) return; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 98557014..6647f0d6 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -154,5 +154,7 @@ private: float originalMinMultiplier; int currentAmmoCount; - + + float currentPitch; + bool bStopShooting = false; }; From 4be68e91a51b290f938a77ac49a59ce27c0e8b76 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Wed, 11 Oct 2023 18:53:57 +0100 Subject: [PATCH 10/17] Started adding basic UI on weapons --- .../Blueprints/BaseWeapons/BP_BaseWeapon.uasset | 4 ++-- .../Blueprints/BaseWeapons/WBP_AmmoCount.uasset | 3 +++ .../EndlessVendetta/WeaponSystem/BaseWeaponClass.h | 9 +++++---- 3 files changed, 10 insertions(+), 6 deletions(-) create mode 100644 EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset index 47d586c9..fd641fe7 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4febec5729a36774fbc7932a6fec983a74cc9cfac901f131fcbdafe3da17205c -size 29846 +oid sha256:a0da36d309ab31edb443cdd04c208688f52f31579e51532a942a226e3a043a41 +size 31530 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset new file mode 100644 index 00000000..ffa789a6 --- /dev/null +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:40e8a310391b4641f53daf2e8608e0597638df604749d0db465d4917b0cba8f3 +size 50441 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 6647f0d6..2ea5b812 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -54,14 +54,17 @@ public: UPROPERTY(EditAnywhere) float FireRate; - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, BlueprintReadWrite) int MagazineSize; //how many bullets until the recoil stops going up UPROPERTY(EditAnywhere) int howMnyShotsTillRclStop; - UPROPERTY(EditAnywhere) + UPROPERTY(BlueprintReadWrite) + int currentAmmoCount; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) UTexture2D* WeaponImage; UPROPERTY(EditAnywhere, Category = "ScopedFire") @@ -153,8 +156,6 @@ private: float originalMaxAngleRight; float originalMinMultiplier; - int currentAmmoCount; - float currentPitch; bool bStopShooting = false; }; From 9b6f3c6f282e22757c3dcddf5f6cd9bf0ceb382b Mon Sep 17 00:00:00 2001 From: Louis Horne Date: Thu, 12 Oct 2023 11:18:53 +0100 Subject: [PATCH 11/17] Add Concrete texture to tutorial hit floor Its lowkey trash but can be worked on and made better --- .../Content/LevelPrototyping/Materials/M_Concrete.uasset | 3 +++ .../Materials/Panel_Concrete_BaseColor.uasset | 3 +++ .../LevelPrototyping/Materials/Panel_Concrete_Normal.uasset | 3 +++ .../Panel_Concrete_OcclusionRoughnessMetallic.uasset | 3 +++ .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 4 ++-- .../Content/StarterContent/Architecture/Floor_400x400.uasset | 4 ++-- .../StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset | 4 ++-- 7 files changed, 18 insertions(+), 6 deletions(-) create mode 100644 EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset create mode 100644 EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_BaseColor.uasset create mode 100644 EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_Normal.uasset create mode 100644 EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset new file mode 100644 index 00000000..20612d71 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f229b163290b8a6981b8cc09dd3e1ab594b5cf5dcb73c549bb6480d094f893fa +size 13874 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_BaseColor.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_BaseColor.uasset new file mode 100644 index 00000000..6f13c266 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_BaseColor.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:155948427b3e16c2deef2d5c88c461b37b3ab9b046d5c85cf07a76ab99604444 +size 5030894 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_Normal.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_Normal.uasset new file mode 100644 index 00000000..f27c1fd1 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_Normal.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cbec944bbe7edf2fa9ccc095e66f68cc6b5f9f903ba0ed1d0f22e253de3bba9f +size 9567803 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset new file mode 100644 index 00000000..c5cc8616 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f80a56edd87e453b6255a75e973cbd8c3fea561bda90be7b7405a4564cb84e77 +size 1217878 diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap index 71396726..5054dd42 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8e5e538c953b65e8521c292129e2afa8bb4698ded846f4e66187af3aa07da3f9 -size 250175 +oid sha256:6803883c719b379495a997464dc8de768c0d39bdc4b88309709d1b0e61a8d294 +size 264200 diff --git a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset index c2a34afc..7857a318 100644 --- a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset +++ b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4c0ecf0ac0702cc2bd355ec050232a61c49e10f102448efbeb735a51824adef6 -size 14948 +oid sha256:9f30117b76896d48b443b9e2ec86efcc94f33e53645c91797601c5ea38040c69 +size 14831 diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index 1ba35309..0f990580 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:dda4b9b170b4163ec9781daf3302b88539cf260efdacb29df1a4a10813400f5c -size 66790688 +oid sha256:bc35eb2d43a47427d30aba0196f9eac90d089dd3abca319528c5d25c83510d0d +size 72364642 From 72ef4989c559bb77915759d97a2bb0e1186c09de Mon Sep 17 00:00:00 2001 From: Rafal Swierczek <34179rs@gmail.com> Date: Fri, 13 Oct 2023 15:27:17 +0100 Subject: [PATCH 12/17] Prepared Scene for Peer Review Backup Build --- EndlessVendetta/Config/DefaultEngine.ini | 7 ++++++- .../Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset | 4 ++-- .../FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset | 4 ++-- EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset | 2 +- .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 4 ++-- .../StarterContent/Architecture/Floor_400x400.uasset | 2 +- .../HDRI/HDRI_Epic_Courtyard_Daylight.uasset | 4 ++-- .../EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 2 +- 8 files changed, 17 insertions(+), 12 deletions(-) diff --git a/EndlessVendetta/Config/DefaultEngine.ini b/EndlessVendetta/Config/DefaultEngine.ini index 126166fe..4413b669 100644 --- a/EndlessVendetta/Config/DefaultEngine.ini +++ b/EndlessVendetta/Config/DefaultEngine.ini @@ -87,4 +87,9 @@ ManualIPAddress= [CoreRedirects] -+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") \ No newline at end of file ++PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") + +[/Script/NavigationSystem.RecastNavMesh] +AgentMaxStepHeight=73.434059 +AgentMaxSlope=64.648003 + diff --git a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset index 5e571245..88e46b73 100644 --- a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset +++ b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:150f775d1dd9676edfff3ca936843a20b46032df429d2b91cc31b30768fdcc69 -size 34269 +oid sha256:b2b2bbd7cc7db7f928c1490a0409ceb2240b78bfb1374d0ef5483f941bd4301b +size 34405 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index e7dcb857..bbee618c 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:65d9f1286e3e2a0afeb00fd61e2a4ad5d105f8c4ea61cf146761901c810ea4bb -size 42451 +oid sha256:30855616c4941635f2b4e9f78ebe1f4d7b43f219e4ae180257f666326433e4c6 +size 42742 diff --git a/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset b/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset index 659e6cc8..53e55580 100644 --- a/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset +++ b/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:101873288135db576b1a0060f9872880d1b4aaa7eca4c80cb4aa05925c67e275 +oid sha256:f89312e222f9d5b588d790390162f6293435c25439f77609ac1ecb532f103499 size 22674 diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap index 5054dd42..41507ce3 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6803883c719b379495a997464dc8de768c0d39bdc4b88309709d1b0e61a8d294 -size 264200 +oid sha256:e0a0089064acc8fe731cf17574d83fcef31a1de8e948ba6ac7402ccb0e22ae26 +size 393527 diff --git a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset index 7857a318..55042f05 100644 --- a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset +++ b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9f30117b76896d48b443b9e2ec86efcc94f33e53645c91797601c5ea38040c69 +oid sha256:6ea1d452feec1c72f3d7b285c4c9950418a1174f858b54d89c8afb2c8b5ef80f size 14831 diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index f281fcf6..0f990580 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:999086617d1b45a70b6fc5db1c639bfff0ec0bba5952340e163a1d5d8c21a206 -size 249 +oid sha256:bc35eb2d43a47427d30aba0196f9eac90d089dd3abca319528c5d25c83510d0d +size 72364642 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index caa70988..b820ef3d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -160,7 +160,7 @@ void ABaseWeaponClass::Fire() } GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); //Debug line to see where the trace hit - DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 0.2f, 0U, 1); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount); From 73fa607cfb2cd667df11bcf93b02a93b13c556bf Mon Sep 17 00:00:00 2001 From: MH261677 Date: Sat, 14 Oct 2023 15:48:59 +0100 Subject: [PATCH 13/17] Fixed and Added Ammo UI for Both Pistol and AR --- .../FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset | 4 ++-- .../BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset | 4 ++-- .../FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset | 4 ++-- .../Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset | 4 ++-- .../FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset | 4 ++-- 5 files changed, 10 insertions(+), 10 deletions(-) diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index cc246418..802959cb 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:946f8f62bbea4cb4f5d279e9da49d29291bacb30f803de7fd8503ed608295287 -size 42585 +oid sha256:dd6b7d124efa1086acb80f4b16e1d8a0db25e05e081f914d61cfce0bbb4191e9 +size 42329 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index 2e239e7c..534c1e9e 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d4914d01f2581bf5c3edc200811e9990ccc825755171a4fc83bfb0ef12bcb145 -size 38083 +oid sha256:215d949e3ea1df83d937e0387115975c9c3e14077a879a6f834831241c154f18 +size 39178 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset index fd641fe7..e3885a88 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a0da36d309ab31edb443cdd04c208688f52f31579e51532a942a226e3a043a41 -size 31530 +oid sha256:1de9565906296c664bb7dd6b3f700d135fa5244e1f625f9f792eba15a9880ae8 +size 48226 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset index 2ec11a0f..75a10fe3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b3bf71e2c6645280bb24b5e8ed7e526df8cb074b7daedabb10fc36e49c04a6dd -size 29979 +oid sha256:246a8220f9708873776922ca6683ec085b4447eecd1efd89fd0572c94b9d5956 +size 49471 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset index ffa789a6..42f932a9 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:40e8a310391b4641f53daf2e8608e0597638df604749d0db465d4917b0cba8f3 -size 50441 +oid sha256:652402df45503ab3169e329879f397101d9b5bf17551404301cca7b5b292eb68 +size 62076 From e62345d6903ee1d1ce219c7c79e07c7956b2eb43 Mon Sep 17 00:00:00 2001 From: MARCEL HARA Date: Mon, 16 Oct 2023 11:40:53 +0100 Subject: [PATCH 14/17] Updated Recoil Pitch to Stop Being Perfect for Guns --- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index e348490a..53f2de68 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -106,6 +106,7 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); currentPitch += GetRecoilPitch(amplitude,recoilTime); } + playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime)); GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); UpdateSamples(amplitude, recoilTime); From fad7da57f885ec03bf64b179aaa5b969e5fbe059 Mon Sep 17 00:00:00 2001 From: MARCEL HARA Date: Mon, 16 Oct 2023 13:18:39 +0100 Subject: [PATCH 15/17] Fixed Tap Fire Rate On All Pistols --- .../Blueprints/BaseWeapons/WBP_AmmoCount.uasset | 4 ++-- .../WeaponSystem/BaseWeaponClass.h | 11 +++++++---- .../EndlessVendetta/WeaponSystem/PistolClass.cpp | 16 ++++++++++++++++ .../EndlessVendetta/WeaponSystem/PistolClass.h | 2 ++ 4 files changed, 27 insertions(+), 6 deletions(-) diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset index 42f932a9..6e0e13d4 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:652402df45503ab3169e329879f397101d9b5bf17551404301cca7b5b292eb68 -size 62076 +oid sha256:d593d68d5b9a9fc58b1b7ecc44936b84e361aaa1762ab04c5924e36bfd45bee9 +size 61494 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 2ea5b812..00541047 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -83,9 +83,9 @@ public: virtual void Fire(); UFUNCTION(BlueprintCallable, Category = "Weapons") - void ClickDetectionTimer(); + virtual void ClickDetectionTimer(); - void CancelFire(); + virtual void CancelFire(); UPROPERTY(VisibleAnywhere) ACharacter* playerInWorld; @@ -144,9 +144,12 @@ public: UPROPERTY(EditAnywhere) int bulletCountShoot; //Gets how many bullets shot per -private: +protected: UArrowComponent* GunStartArrow; + bool bStopShooting = false; + +private: UPROPERTY(EditAnywhere) float BulletDistance; @@ -157,5 +160,5 @@ private: float originalMinMultiplier; float currentPitch; - bool bStopShooting = false; + }; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp index 2b7dc95a..0e91083a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp @@ -30,3 +30,19 @@ void APistolClass::Fire() UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired")); } +void APistolClass::ClickDetectionTimer() +{ + Super::ClickDetectionTimer(); +} + +void APistolClass::CancelFire() +{ + if (bulletCountShoot <= 0) return; + UE_LOG(LogTemp, Display, TEXT("FireCancelled")); + bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h index ca85b67e..0ddb7290 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h @@ -24,4 +24,6 @@ public: virtual void Tick(float DeltaTime) override; virtual void Fire() override; + virtual void ClickDetectionTimer() override; + virtual void CancelFire() override; }; From e5cc2ad9f7ad60e8ec412cf6be18b55a8cfb52df Mon Sep 17 00:00:00 2001 From: MARCEL HARA Date: Mon, 16 Oct 2023 13:23:03 +0100 Subject: [PATCH 16/17] Changed DebugLine to Grey and Lowered Timer To Create Bullet Trail --- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 53f2de68..d20c1ae8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -174,7 +174,7 @@ void ABaseWeaponClass::Fire() traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); - DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 1.5f); + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; GenerateRecoilVector(); From e741b3c17a39a4e731f6c40073c9ced7335e3361 Mon Sep 17 00:00:00 2001 From: Rafal Swierczek Date: Mon, 16 Oct 2023 13:31:10 +0100 Subject: [PATCH 17/17] Preppared Build --- EndlessVendetta/Config/DefaultEngine.ini | 1 + .../FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset | 4 ++-- .../Content/LevelPrototyping/Materials/M_Concrete.uasset | 4 ++-- .../Content/LevelPrototyping/Scenes/TutorialHit.umap | 4 ++-- 4 files changed, 7 insertions(+), 6 deletions(-) diff --git a/EndlessVendetta/Config/DefaultEngine.ini b/EndlessVendetta/Config/DefaultEngine.ini index 4413b669..280d5d43 100644 --- a/EndlessVendetta/Config/DefaultEngine.ini +++ b/EndlessVendetta/Config/DefaultEngine.ini @@ -26,6 +26,7 @@ r.Mobile.EnableNoPrecomputedLightingCSMShader=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true r.Shadow.Virtual.Enable=1 +r.DefaultFeature.AutoExposure=False [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index 802959cb..9b6693d3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:dd6b7d124efa1086acb80f4b16e1d8a0db25e05e081f914d61cfce0bbb4191e9 -size 42329 +oid sha256:fe0a5a1725c7cd65051a510027a14301f6b776fe1a1935d0fb55558f829ee90b +size 42620 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset index 20612d71..a6d654fd 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f229b163290b8a6981b8cc09dd3e1ab594b5cf5dcb73c549bb6480d094f893fa -size 13874 +oid sha256:a26f6c91b028ea155cc5336c7c3101d8601f9d6b335fb1c46760022ab78c68cd +size 13930 diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap index 41507ce3..7e581a43 100644 --- a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e0a0089064acc8fe731cf17574d83fcef31a1de8e948ba6ac7402ccb0e22ae26 -size 393527 +oid sha256:3ffb6c31ffcde26ae8a0f677a27ced553a7f10e9a7a41786f4c7a319f02205bc +size 411380