Implemented Vaulting Fix without Animations
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parent
5afd4bfe31
commit
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BIN
EndlessVendetta/Content/BountySystem/testintesting.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/BountySystem/testintesting.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:06d7c8221d10354ec1e9be8f31b4d84447688c99f651d8e702849bac8846c4e8
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/NewFirstPerson_AnimBP.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/NewFirstPerson_AnimBP.uasset
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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size 14831
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BIN
EndlessVendetta/Plugins/VaultIt/Content/Anims/FirstPerson_AnimBP.uasset
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EndlessVendetta/Plugins/VaultIt/Content/Anims/FirstPerson_AnimBP.uasset
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version https://git-lfs.github.com/spec/v1
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size 284169
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BIN
EndlessVendetta/Plugins/VaultIt/Content/Blueprints/BP_FirstPersonCharacterVaultIT.uasset
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EndlessVendetta/Plugins/VaultIt/Content/Blueprints/BP_FirstPersonCharacterVaultIT.uasset
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EndlessVendetta/Plugins/VaultIt/Content/Blueprints/BP_ThirdPersonGameMode.uasset
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EndlessVendetta/Plugins/VaultIt/Content/Blueprints/BP_ThirdPersonGameMode.uasset
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EndlessVendetta/Plugins/VaultIt/Content/Maps/ThirdPersonExampleMap.umap
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EndlessVendetta/Plugins/VaultIt/Content/Maps/ThirdPersonExampleMap.umap
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// Call the base class
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Super::BeginPlay();
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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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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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{
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GENERATED_BODY()
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protected:
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/** Pawn mesh: 1st person view (arms; seen only by self) */
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UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh)
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USkeletalMeshComponent* Mesh1P;
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private:
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/** First person camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FirstPersonCameraComponent;
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void Interact();
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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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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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// End of APawn interface
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public:
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UFUNCTION(BlueprintCallable, Category = "Stealth")
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void SetCrouch();
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UFUNCTION(BlueprintCallable, Category = "Stealth")
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@ -211,7 +211,7 @@ bool AMyVICharacterBase::CanVault_Implementation() const
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}
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// Animation instance is required to play vault montage
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if (!GetMesh() || !GetMesh()->GetAnimInstance())
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if (!IsValid(FP_SkeletalMesh) || !IsValid(FP_SkeletalMesh->GetAnimInstance()))
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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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return false;
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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 USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return GetMesh(); }
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virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return FP_SkeletalMesh; }
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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 FVector GetVaultDirection_Implementation() const override;
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