Merge branch 'attachment-bug-fix' into Bounty-System-Rework
# Conflicts: # EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml # EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
This commit is contained in:
commit
d943495179
@ -9,12 +9,11 @@
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@ -41,7 +40,7 @@
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@ -52,13 +51,13 @@
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@ -132,29 +131,18 @@
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BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_ARTEST1.uasset
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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/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/Pistol_Assets/SM_HandGun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Workbench_UI/WBP_SilencerImage.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Workbench_UI/WBP_SilencerImage.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Shapes/TempSilencer.uasset
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EndlessVendetta/Content/StarterContent/Shapes/TempSilencer.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/24/JBARER4CBJ0QZT5CZY8ID6.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/24/JBARER4CBJ0QZT5CZY8ID6.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/GQ/QPISORMXEPSB0MNOUMBIZ4.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/0/GQ/QPISORMXEPSB0MNOUMBIZ4.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/PG/AISD2CY0WTWKV1BJDYTYJ3.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/PG/AISD2CY0WTWKV1BJDYTYJ3.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/V5/00HOTT7GJB6N5M6TZHPJO5.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/9/V5/00HOTT7GJB6N5M6TZHPJO5.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/X5/OKD54JHXNGXNVF4JEBBMVP.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/X5/OKD54JHXNGXNVF4JEBBMVP.uasset
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@ -101,6 +101,7 @@ void ABaseWeaponClass::GenerateRecoilVector()
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void ABaseWeaponClass::ApplyRecoil(float DeltaTime)
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{
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if (!endlessVendettaChar->bHasRifle) return;
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if (recoilTime < 0.3)
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{
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float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
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@ -257,13 +258,33 @@ void ABaseWeaponClass::InteractPrompt()
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void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
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{
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FTransform emptytransform;
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UActorComponent* SilencerComponent = AddComponentByClass(USilencerAttachmentClass::StaticClass(), true, emptytransform, false);
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Cast<USilencerAttachmentClass>(SilencerComponent)->AttachToComponent(RootComponent, FAttachmentTransformRules::SnapToTargetIncludingScale);
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TArray<UActorComponent*> SilencerMeshSocketArray (GetComponentsByTag(UStaticMeshComponent::StaticClass(), FName("SilencerMeshSocket")));
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Cast<UStaticMeshComponent>(SilencerMeshSocketArray[0])->SetStaticMesh(SilencerMesh);
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GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP SILENCER ATTACHMENTS"));
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FTransform EmptyTransform;
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USceneComponent* SilencerAttachmentClass = Cast<USceneComponent>(AddComponentByClass(USilencerAttachmentClass::StaticClass(), false, EmptyTransform, false));
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SilencerAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
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USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass<USkeletalMeshComponent>();
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if (IsValid(SilencerAttachmentClass))
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{
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if (IsValid(WeaponSkeletonMesh))
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{
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SilencerAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("SilencerMeshSocket")));
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UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
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//this makes it showup in editor for better debugging
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SilencerAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
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SilencerAttachmentClass->RegisterComponent();
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UStaticMeshComponent* StaticMeshComp = NewObject<UStaticMeshComponent>(SilencerAttachmentClass, UStaticMeshComponent::StaticClass());
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if (IsValid(StaticMeshComp))
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{
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StaticMeshComp->AttachToComponent(SilencerAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
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StaticMeshComp->SetStaticMesh(SilencerMesh);
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StaticMeshComp->SetRelativeRotation(FRotator(0,90,0));
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StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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//Making it show in editor for debugging
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StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;
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StaticMeshComp->RegisterComponent();
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}
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}
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}
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}
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@ -29,7 +29,5 @@ void USilencerAttachmentClass::BeginPlay()
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void USilencerAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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