Initial commit

This commit is contained in:
Sara Montecino 2022-11-03 21:55:35 -07:00
commit 93926be25b
32 changed files with 898 additions and 0 deletions

5
.gitignore vendored Normal file
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.vs/
Binaries/
enc_temp_folder/
Intermediate/
Saved/

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[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
;AudioSampleRate=48000
AudioMaxChannels=12
;AudioCallbackBufferFrameSize=1024
;AudioNumBuffersToEnqueue=2
;AudioNumSourceWorkers=0

0
Config/DefaultEditor.ini Executable file
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12
Config/DefaultEngine.ini Executable file
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[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Game/GameModeBase_BP.GameModeBase_BP_C

2
Config/DefaultGame.ini Executable file
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=ACC4683049BAA83CD626BA81B3543C3D

94
Config/DefaultInput.ini Executable file
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[/Script/Engine.InputSettings]
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
bEnableMouseSmoothing=True
bEnableFOVScaling=True
bCaptureMouseOnLaunch=True
bAlwaysShowTouchInterface=False
bShowConsoleOnFourFingerTap=True
bEnableGestureRecognizer=False
bUseAutocorrect=False
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
+ConsoleKeys=Tilde

7
Config/IOS/IOSEngine.ini Executable file
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[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
;AudioSampleRate=48000
AudioMaxChannels=16
;AudioCallbackBufferFrameSize=1024
;AudioNumBuffersToEnqueue=2
;AudioNumSourceWorkers=0

7
Config/Linux/LinuxEngine.ini Executable file
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
;AudioSampleRate=48000
AudioMaxChannels=16
;AudioCallbackBufferFrameSize=1024
;AudioNumBuffersToEnqueue=2
;AudioNumSourceWorkers=0

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Config/Mac/MacEngine.ini Executable file
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[/Script/MacTargetPlatform.MacTargetSettings]
;AudioSampleRate=48000
;AudioMaxChannels=32
;AudioCallbackBufferFrameSize=1024
;AudioNumBuffersToEnqueue=2
;AudioNumSourceWorkers=0

7
Config/PS4/PS4Engine.ini Executable file
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[/Script/PS4PlatformEditor.PS4TargetSettings]
;AudioSampleRate=48000
;AudioMaxChannels=32
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
AudioNumSourceWorkers=4

7
Config/Switch/SwitchEngine.ini Executable file
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[/Script/SwitchRuntimeSettings.SwitchRuntimeSettings]
;AudioSampleRate=48000
AudioMaxChannels=16
;AudioCallbackBufferFrameSize=1024
;AudioNumBuffersToEnqueue=2
;AudioNumSourceWorkers=0

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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
;AudioSampleRate=48000
;AudioMaxChannels=32
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
;AudioNumSourceWorkers=0

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[/Script/XboxOnePlatformEditor.XboxOneTargetSettings]
;AudioSampleRate=48000
;AudioMaxChannels=32
AudioCallbackBufferFrameSize=256
AudioNumBuffersToEnqueue=7
;AudioNumSourceWorkers=0

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Content/BasePawn_BP.uasset Executable file

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Content/GameModeBase_BP.uasset Executable file

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Content/PlayerMaterial.uasset Executable file

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BIN
Content/RoadMaterial.uasset Executable file

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Content/TestMap.umap Executable file

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Content/TestMap_BuiltData.uasset Executable file

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PresidentsBrigade.sln Executable file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.28315.86
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{417AE356-0628-4071-8D33-40C078947CC9}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{CDA30B7C-8F9F-48AB-A6AA-CB3B41DCE083}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PresidentsBrigade", "Intermediate\ProjectFiles\PresidentsBrigade.vcxproj", "{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{B0F8FF12-D021-4217-B1B9-F5627A14FB59}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1AC9C2E0-EF4E-4F8C-9F40-1C4BD6DECBCB}"
ProjectSection(SolutionItems) = preProject
D:\Games\Epic Games\UE_4.24\Engine\Extras\VisualStudioDebugging\UE4.natvis = D:\Games\Epic Games\UE_4.24\Engine\Extras\VisualStudioDebugging\UE4.natvis
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
DebugGame Editor|Android = DebugGame Editor|Android
DebugGame Editor|Win32 = DebugGame Editor|Win32
DebugGame Editor|Win64 = DebugGame Editor|Win64
DebugGame|Android = DebugGame|Android
DebugGame|Win32 = DebugGame|Win32
DebugGame|Win64 = DebugGame|Win64
Development Editor|Android = Development Editor|Android
Development Editor|Win32 = Development Editor|Win32
Development Editor|Win64 = Development Editor|Win64
Development|Android = Development|Android
Development|Win32 = Development|Win32
Development|Win64 = Development|Win64
Shipping|Android = Shipping|Android
Shipping|Win32 = Shipping|Win32
Shipping|Win64 = Shipping|Win64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame Editor|Android.ActiveCfg = Invalid|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Android.ActiveCfg = Android_DebugGame|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Android.Build.0 = Android_DebugGame|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Win32.ActiveCfg = DebugGame|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Win32.Build.0 = DebugGame|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Win64.ActiveCfg = DebugGame|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.DebugGame|Win64.Build.0 = DebugGame|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development Editor|Android.ActiveCfg = Invalid|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development Editor|Win32.ActiveCfg = Invalid|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development Editor|Win64.ActiveCfg = Development_Editor|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development Editor|Win64.Build.0 = Development_Editor|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Android.ActiveCfg = Android_Development|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Android.Build.0 = Android_Development|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Win32.ActiveCfg = Development|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Win32.Build.0 = Development|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Win64.ActiveCfg = Development|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Development|Win64.Build.0 = Development|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Android.ActiveCfg = Android_Shipping|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Android.Build.0 = Android_Shipping|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Win32.ActiveCfg = Shipping|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Win32.Build.0 = Shipping|Win32
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Win64.ActiveCfg = Shipping|x64
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B}.Shipping|Win64.Build.0 = Shipping|x64
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Shipping|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32
{B0F8FF12-D021-4217-B1B9-F5627A14FB59}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{B0F8FF12-D021-4217-B1B9-F5627A14FB59} = {417AE356-0628-4071-8D33-40C078947CC9}
{F2C85DE9-5426-412A-8D2E-10FE7F5CF11B} = {CDA30B7C-8F9F-48AB-A6AA-CB3B41DCE083}
EndGlobalSection
EndGlobal

16
PresidentsBrigade.uproject Executable file
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{
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "PresidentsBrigade",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
]
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class PresidentsBrigadeTarget : TargetRules
{
public PresidentsBrigadeTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "PresidentsBrigade" } );
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BasePawn.h"
#include "Camera/CameraComponent.h"
#include "Components/StaticMeshComponent.h"
// Sets default values
ABasePawn::ABasePawn(const FObjectInitializer &object_initializer):
APawn(object_initializer)
{
// Create default components.
root_component = object_initializer.CreateDefaultSubobject<USceneComponent>(this, FName("Root"));
main_camera = object_initializer.CreateDefaultSubobject<UCameraComponent>(this, FName("MainCamera"));
player_mesh = object_initializer.CreateDefaultSubobject<UStaticMeshComponent>(this, FName("PlayerMesh"));
movement_component = object_initializer.CreateDefaultSubobject<UFloatingPawnMovement>(this, FName("MovementComponent"));
// Setup component hierarchy.
RootComponent = root_component;
main_camera->SetupAttachment(root_component);
player_mesh->SetupAttachment(root_component);
movement_component->UpdatedComponent = player_mesh;
PrimaryActorTick.bCanEverTick = true;
// Set defaults.
accel_max_time = 0.25;
horizontal_speed_max = 100;
vertical_speed_max = 100;
}
// Called when the game starts or when spawned
void ABasePawn::BeginPlay()
{
Super::BeginPlay();
}
UPawnMovementComponent* ABasePawn::GetMovementComponent() const
{
return movement_component;
}
// Called every frame
void ABasePawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Move the player.
//vertical_speed = vertical_accel.update(DeltaTime);
//horizontal_speed = horizontal_accel.update(DeltaTime);
//// "X" is up, "Y" is right.
//const FVector location = player_mesh->GetComponentLocation();
//const float new_vertical = (DeltaTime * vertical_speed) + location.X;
//const float new_horizontal = (DeltaTime * horizontal_speed) + location.Y;
//player_mesh->SetWorldLocation(FVector(new_vertical, new_horizontal, location.Z));
}
// Called to bind functionality to input
void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::UP, 1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::UP, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::DOWN, -1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::DOWN, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::LEFT, -1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::LEFT, 0);
PlayerInputComponent->BindAxis("MoveForward", this, &ABasePawn::handle_move_forward);
PlayerInputComponent->BindAxis("MoveRight", this, &ABasePawn::handle_move_right);
}
void ABasePawn::handle_move_forward(float axis)
{
FRotator rotation = Controller->GetControlRotation();
FRotator yaw(0.0f, rotation.Yaw, 0.0f);
FVector forward = FRotationMatrix(yaw).GetUnitAxis(EAxis::X);
AddMovementInput(forward, axis);
}
void ABasePawn::handle_move_right(float axis)
{
FRotator rotation = Controller->GetControlRotation();
FRotator yaw(0.0f, rotation.Yaw, 0.0f);
FVector right = FRotationMatrix(yaw).GetUnitAxis(EAxis::Y);
AddMovementInput(right, axis);
}
//void ABasePawn::handle_move_input(const movement_t move_type, const int direction)
//{
// if (move_type == movement_t::UP || move_type == movement_t::DOWN)
// {
// // Prevent two vertical inputs entered at the same time.
// if (vertical_accel.end != 0 && direction != 0)
// {
// return;
// }
//
// const float new_speed = direction * vertical_speed_max;
// vertical_accel.set(vertical_speed, new_speed, accel_max_time);
// }
// else
// {
// // Prevent two horizontal inputs entered at the same time.
// if (horizontal_accel.end != 0 && direction != 0)
// {
// return;
// }
//
// const float new_speed = direction * horizontal_speed_max;
// horizontal_accel.set(horizontal_speed, new_speed, accel_max_time);
// }
//}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Kismet/KismetMathLibrary.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/FloatingPawnMovement.h"
#include "BasePawn.generated.h"
class UCameraComponent;
//enum movement_t : uint8
//{
// UP,
// DOWN,
// LEFT,
// RIGHT
//};
UCLASS()
class PRESIDENTSBRIGADE_API ABasePawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABasePawn(const FObjectInitializer &object_initializer);
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual UPawnMovementComponent* GetMovementComponent() const;
UPROPERTY(EditAnywhere, Category="Player")
UCameraComponent* main_camera;
UPROPERTY(EditAnywhere, Category="Player")
UStaticMeshComponent* player_mesh;
UPROPERTY(EditAnywhere, Category="Player")
UFloatingPawnMovement* movement_component;
// Accel max time.
UPROPERTY(EditDefaultsOnly, Category="Gameplay")
float accel_max_time;
// Maximum horizontal speed.
UPROPERTY(EditDefaultsOnly, Category="Gameplay")
float horizontal_speed_max;
// Maximum vertical speed.
UPROPERTY(EditDefaultsOnly, Category="Gameplay")
float vertical_speed_max;
private:
struct AccelerationAnim
{
float start;
float end;
float max_time;
float time_elapsed;
void set(float _start, float _end, float _max_time)
{
start = _start;
end = _end;
max_time = _max_time;
time_elapsed = 0;
};
float update(const float delta_time)
{
float percentage = time_elapsed / max_time;
// Animation is complete.
if (time_elapsed > max_time)
{
percentage = 1;
}
time_elapsed += delta_time;
return UKismetMathLibrary::Lerp(start, end, percentage);
};
};
USceneComponent* root_component;
// DECLARE_DELEGATE_TwoParams(FMovementDelegate, const movement_t, const int);
// void handle_move_input(const movement_t move_type, const int direction);
void handle_move_right(float axis);
void handle_move_forward(float axis);
float horizontal_speed;
float vertical_speed;
AccelerationAnim horizontal_accel;
AccelerationAnim vertical_accel;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "MyDefaultPawn.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/World.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/PlayerController.h"
#include "Engine/CollisionProfile.h"
#include "Engine/StaticMesh.h"
#include "Components/SphereComponent.h"
#include "GameFramework/PawnMovementComponent.h"
#include "GameFramework/FloatingPawnMovement.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerInput.h"
FName AMyDefaultPawn::MovementComponentName(TEXT("MovementComponent0"));
FName AMyDefaultPawn::CollisionComponentName(TEXT("CollisionComponent0"));
FName AMyDefaultPawn::MeshComponentName(TEXT("MeshComponent0"));
AMyDefaultPawn::AMyDefaultPawn(const FObjectInitializer& ObjectInitializer) : APawn(ObjectInitializer)
{
SetCanBeDamaged(true);
SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
bReplicates = true;
NetPriority = 3.0f;
BaseEyeHeight = 0.0f;
bCollideWhenPlacing = false;
SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
CollisionComponent = CreateDefaultSubobject<USphereComponent>(AMyDefaultPawn::CollisionComponentName);
CollisionComponent->InitSphereRadius(35.0f);
CollisionComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
CollisionComponent->CanCharacterStepUpOn = ECB_No;
CollisionComponent->SetShouldUpdatePhysicsVolume(true);
CollisionComponent->SetCanEverAffectNavigation(false);
CollisionComponent->bDynamicObstacle = true;
RootComponent = CollisionComponent;
MovementComponent = CreateDefaultSubobject<UPawnMovementComponent, UCharacterMovementComponent>(AMyDefaultPawn::MovementComponentName);
MovementComponent->UpdatedComponent = CollisionComponent;
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh;
FConstructorStatics()
: SphereMesh(TEXT("/Engine/EngineMeshes/Sphere")) {}
};
static FConstructorStatics ConstructorStatics;
MeshComponent = CreateOptionalDefaultSubobject<UStaticMeshComponent>(AMyDefaultPawn::MeshComponentName);
if (MeshComponent)
{
MeshComponent->SetStaticMesh(ConstructorStatics.SphereMesh.Object);
MeshComponent->AlwaysLoadOnClient = true;
MeshComponent->AlwaysLoadOnServer = true;
MeshComponent->bOwnerNoSee = true;
MeshComponent->bCastDynamicShadow = true;
MeshComponent->bAffectDynamicIndirectLighting = false;
MeshComponent->bAffectDistanceFieldLighting = false;
MeshComponent->bVisibleInRayTracing = false;
MeshComponent->PrimaryComponentTick.TickGroup = TG_PrePhysics;
MeshComponent->SetupAttachment(RootComponent);
MeshComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
const float Scale = CollisionComponent->GetUnscaledSphereRadius() / 160.f; // @TODO: hardcoding known size of EngineMeshes.Sphere. Should use a unit sphere instead.
MeshComponent->SetRelativeScale3D(FVector(Scale));
MeshComponent->SetGenerateOverlapEvents(false);
MeshComponent->SetCanEverAffectNavigation(false);
}
// This is the default pawn class, we want to have it be able to move out of the box.
bAddDefaultMovementBindings = true;
}
void InitializeDefaultPawnInputBindings()
{
static bool bBindingsAdded = false;
if (!bBindingsAdded)
{
bBindingsAdded = true;
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::W, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::S, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Up, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Down, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Gamepad_LeftY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::A, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::D, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::Gamepad_LeftX, 1.f));
// HACK: Android controller bindings in ini files seem to not work
// Direct overrides here some to work
#if !PLATFORM_ANDROID
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftThumbstick, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightThumbstick, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_FaceButton_Bottom, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::LeftControl, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::SpaceBar, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::C, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::E, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Q, -1.f));
#else
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftTriggerAxis, -0.5f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightTriggerAxis, 0.5f));
#endif
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Gamepad_RightX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Left, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Right, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_Turn", EKeys::MouseX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUpRate", EKeys::Gamepad_RightY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUp", EKeys::MouseY, -1.f));
}
}
void AMyDefaultPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
check(PlayerInputComponent);
if (bAddDefaultMovementBindings)
{
InitializeDefaultPawnInputBindings();
PlayerInputComponent->BindAxis("DefaultPawn_MoveForward", this, &AMyDefaultPawn::MoveForward);
PlayerInputComponent->BindAxis("DefaultPawn_MoveRight", this, &AMyDefaultPawn::MoveRight);
PlayerInputComponent->BindAxis("DefaultPawn_MoveUp", this, &AMyDefaultPawn::MoveUp_World);
PlayerInputComponent->BindAxis("DefaultPawn_Turn", this, &AMyDefaultPawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("DefaultPawn_TurnRate", this, &AMyDefaultPawn::TurnAtRate);
PlayerInputComponent->BindAxis("DefaultPawn_LookUp", this, &AMyDefaultPawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("DefaultPawn_LookUpRate", this, &AMyDefaultPawn::LookUpAtRate);
}
}
void AMyDefaultPawn::UpdateNavigationRelevance()
{
if (CollisionComponent)
{
CollisionComponent->SetCanEverAffectNavigation(bCanAffectNavigationGeneration);
}
}
void AMyDefaultPawn::MoveRight(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::Y), Val);
}
}
}
void AMyDefaultPawn::MoveForward(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::X), Val);
}
}
}
void AMyDefaultPawn::MoveUp_World(float Val)
{
if (Val != 0.f)
{
AddMovementInput(FVector::UpVector, Val);
}
}
void AMyDefaultPawn::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
void AMyDefaultPawn::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
UPawnMovementComponent* AMyDefaultPawn::GetMovementComponent() const
{
return MovementComponent;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "MyDefaultPawn.generated.h"
class UInputComponent;
class UPawnMovementComponent;
class USphereComponent;
class UStaticMeshComponent;
/**
*
*/
UCLASS(config = Game, Blueprintable, BlueprintType)
class PRESIDENTSBRIGADE_API AMyDefaultPawn : public APawn
{
GENERATED_BODY()
AMyDefaultPawn(const FObjectInitializer& ObjectInitializer);
// Begin Pawn overrides
virtual UPawnMovementComponent* GetMovementComponent() const override;
virtual void SetupPlayerInputComponent(UInputComponent* InInputComponent) override;
virtual void UpdateNavigationRelevance() override;
/**
* Input callback to move forward in local space (or backward if Val is negative).
* @param Val Amount of movement in the forward direction (or backward if negative).
* @see APawn::AddMovementInput()
*/
UFUNCTION(BlueprintCallable, Category = "Pawn")
virtual void MoveForward(float Val);
/**
* Input callback to strafe right in local space (or left if Val is negative).
* @param Val Amount of movement in the right direction (or left if negative).
* @see APawn::AddMovementInput()
*/
UFUNCTION(BlueprintCallable, Category = "Pawn")
virtual void MoveRight(float Val);
/**
* Input callback to move up in world space (or down if Val is negative).
* @param Val Amount of movement in the world up direction (or down if negative).
* @see APawn::AddMovementInput()
*/
UFUNCTION(BlueprintCallable, Category = "Pawn")
virtual void MoveUp_World(float Val);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
UFUNCTION(BlueprintCallable, Category = "Pawn")
virtual void TurnAtRate(float Rate);
/**
* Called via input to look up at a given rate (or down if Rate is negative).
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
UFUNCTION(BlueprintCallable, Category = "Pawn")
virtual void LookUpAtRate(float Rate);
public:
/** Name of the MovementComponent. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass). */
static FName MovementComponentName;
protected:
/** DefaultPawn movement component */
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UPawnMovementComponent* MovementComponent;
public:
/** Name of the CollisionComponent. */
static FName CollisionComponentName;
private:
/** DefaultPawn collision component */
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
USphereComponent* CollisionComponent;
public:
/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
static FName MeshComponentName;
private:
/** The mesh associated with this Pawn. */
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* MeshComponent;
public:
/** If true, adds default input bindings for movement and camera look. */
UPROPERTY(Category = Pawn, EditAnywhere, BlueprintReadOnly)
uint32 bAddDefaultMovementBindings : 1;
/** Returns CollisionComponent subobject **/
USphereComponent* GetCollisionComponent() const { return CollisionComponent; }
/** Returns MeshComponent subobject **/
UStaticMeshComponent* GetMeshComponent() const { return MeshComponent; }
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class PresidentsBrigade : ModuleRules
{
public PresidentsBrigade(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "PresidentsBrigade.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, PresidentsBrigade, "PresidentsBrigade" );

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#include "PresidentsBrigadeGameModeBase.h"
#include "BasePawn.h"
APresidentsBrigadeGameModeBase::APresidentsBrigadeGameModeBase()
{
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "PresidentsBrigadeGameModeBase.generated.h"
/**
*
*/
UCLASS()
class PRESIDENTSBRIGADE_API APresidentsBrigadeGameModeBase : public AGameModeBase
{
GENERATED_BODY()
public:
APresidentsBrigadeGameModeBase();
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class PresidentsBrigadeEditorTarget : TargetRules
{
public PresidentsBrigadeEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "PresidentsBrigade" } );
}
}