First build
This commit is contained in:
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0b6136fb92
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3c80148e0f
BIN
Builds/GravityStomp_Windows_05FEB2023/Windows/Engine/Binaries/ThirdParty/DbgHelp/dbghelp.dll
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Builds/GravityStomp_Windows_05FEB2023/Windows/Engine/Binaries/ThirdParty/DbgHelp/dbghelp.dll
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GravityStomp/Binaries/Win64/D3D12/D3D12Core.dll 2022-12-10T19:56:11.359Z
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GravityStomp/Binaries/Win64/GravityStompGame-Win64-Shipping.exe 2023-02-06T03:38:02.321Z
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GravityStomp/Binaries/Win64/OpenImageDenoise.dll 2022-12-10T19:38:58.110Z
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GravityStomp/Binaries/Win64/boost_atomic-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.103Z
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GravityStomp/Binaries/Win64/boost_chrono-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.104Z
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GravityStomp/Binaries/Win64/boost_iostreams-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.104Z
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GravityStomp/Binaries/Win64/boost_program_options-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.105Z
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GravityStomp/Binaries/Win64/boost_python39-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.106Z
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GravityStomp/Binaries/Win64/boost_regex-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.107Z
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GravityStomp/Binaries/Win64/boost_system-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.108Z
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GravityStomp/Binaries/Win64/boost_thread-vc142-mt-x64-1_70.dll 2022-12-10T19:38:53.108Z
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GravityStomp/Binaries/Win64/tbb.dll 2022-12-10T19:56:07.368Z
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GravityStomp/Binaries/Win64/tbb.pdb 2022-12-10T19:38:42.430Z
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GravityStomp/Binaries/Win64/tbb12.dll 2022-12-10T19:39:00.580Z
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Engine/Extras/Redist/en-us/UEPrereqSetup_x64.exe 2022-12-10T19:40:47.023Z
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Engine/Binaries/ThirdParty/DbgHelp/dbghelp.dll 2022-12-10T19:38:19.409Z
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Engine/Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/GFSDK_Aftermath_Lib.x64.dll 2022-12-10T19:38:45.016Z
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Engine/Binaries/ThirdParty/Ogg/Win64/VS2015/libogg_64.dll 2022-12-10T19:38:45.354Z
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Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbis_64.dll 2022-12-10T19:38:51.888Z
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Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbisfile_64.dll 2022-12-10T19:38:51.889Z
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Engine/Binaries/ThirdParty/Windows/XAudio2_9/x64/xaudio2_9redist.dll 2022-12-10T19:56:11.487Z
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GravityStompGame.exe 2023-02-06T04:08:33.516Z
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Load Diff
@ -3,6 +3,107 @@ ProjectID=EAE41D29471FBD447E5454B1D01C9ECF
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ProjectName=Gravity Stomp
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ProjectName=Gravity Stomp
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Description=Multiplayer competitive platformer where you manipulate gravity
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Description=Multiplayer competitive platformer where you manipulate gravity
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CopyrightNotice=Gravity Stomp Copyright Kevin Poretti
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CopyrightNotice=Gravity Stomp Copyright Kevin Poretti
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ProjectVersion=0.0.1
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ProjectVersion=1.0.0
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ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "79D56CC04C9E98AB5B2981808A14FB31", "Gravity Stomp")
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ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "79D56CC04C9E98AB5B2981808A14FB31", "Gravity Stomp")
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[/Script/UnrealEd.ProjectPackagingSettings]
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Build=IfProjectHasCode
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BuildConfiguration=PPBC_Shipping
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BuildTarget=
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LaunchOnTarget=
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StagingDirectory=(Path="Z:/Projects/Unreal/GravityStomp/GravityStomp/")
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FullRebuild=False
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ForDistribution=False
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IncludeDebugFiles=False
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BlueprintNativizationMethod=Disabled
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bIncludeNativizedAssetsInProjectGeneration=False
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bExcludeMonolithicEngineHeadersInNativizedCode=False
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UsePakFile=True
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bUseIoStore=True
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bUseZenStore=False
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bMakeBinaryConfig=False
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bGenerateChunks=False
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bGenerateNoChunks=False
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bChunkHardReferencesOnly=False
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bForceOneChunkPerFile=False
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MaxChunkSize=0
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bBuildHttpChunkInstallData=False
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HttpChunkInstallDataDirectory=(Path="")
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WriteBackMetadataToAssetRegistry=Disabled
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bCompressed=True
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PackageCompressionFormat=Oodle
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bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
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PackageAdditionalCompressionOptions=
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PackageCompressionMethod=Kraken
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PackageCompressionLevel_DebugDevelopment=4
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PackageCompressionLevel_TestShipping=5
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PackageCompressionLevel_Distribution=7
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PackageCompressionMinBytesSaved=1024
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PackageCompressionMinPercentSaved=5
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bPackageCompressionEnableDDC=False
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PackageCompressionMinSizeToConsiderDDC=0
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HttpChunkInstallDataVersion=
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IncludePrerequisites=True
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IncludeAppLocalPrerequisites=False
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bShareMaterialShaderCode=True
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bDeterministicShaderCodeOrder=False
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bSharedMaterialNativeLibraries=True
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ApplocalPrerequisitesDirectory=(Path="")
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IncludeCrashReporter=False
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InternationalizationPreset=English
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-CulturesToStage=en
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+CulturesToStage=en
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LocalizationTargetCatchAllChunkId=0
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bCookAll=False
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bCookMapsOnly=False
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bSkipEditorContent=False
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bSkipMovies=False
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-IniKeyDenylist=KeyStorePassword
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-IniKeyDenylist=KeyPassword
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-IniKeyDenylist=rsa.privateexp
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-IniKeyDenylist=rsa.modulus
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-IniKeyDenylist=rsa.publicexp
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-IniKeyDenylist=aes.key
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-IniKeyDenylist=SigningPublicExponent
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-IniKeyDenylist=SigningModulus
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-IniKeyDenylist=SigningPrivateExponent
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-IniKeyDenylist=EncryptionKey
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-IniKeyDenylist=DevCenterUsername
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-IniKeyDenylist=DevCenterPassword
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-IniKeyDenylist=IOSTeamID
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-IniKeyDenylist=SigningCertificate
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-IniKeyDenylist=MobileProvision
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-IniKeyDenylist=IniKeyDenylist
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-IniKeyDenylist=IniSectionDenylist
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+IniKeyDenylist=KeyStorePassword
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+IniKeyDenylist=KeyPassword
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+IniKeyDenylist=rsa.privateexp
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+IniKeyDenylist=rsa.modulus
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+IniKeyDenylist=rsa.publicexp
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+IniKeyDenylist=aes.key
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+IniKeyDenylist=SigningPublicExponent
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+IniKeyDenylist=SigningModulus
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+IniKeyDenylist=SigningPrivateExponent
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+IniKeyDenylist=EncryptionKey
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+IniKeyDenylist=DevCenterUsername
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+IniKeyDenylist=DevCenterPassword
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+IniKeyDenylist=IOSTeamID
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+IniKeyDenylist=SigningCertificate
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+IniKeyDenylist=MobileProvision
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+IniKeyDenylist=IniKeyDenylist
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+IniKeyDenylist=IniSectionDenylist
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-IniSectionDenylist=HordeStorageServers
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-IniSectionDenylist=StorageServers
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+IniSectionDenylist=HordeStorageServers
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+IniSectionDenylist=StorageServers
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+MapsToCook=(FilePath="/Game/UI/MainMenu/MainMenu")
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+MapsToCook=(FilePath="/Game/Maps/City/City1")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
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+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Utilities")
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PerPlatformBuildConfig=(("Windows", PPBC_Shipping))
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PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
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PerPlatformBuildTarget=()
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BIN
GravityStomp/Content/Core/BP_GSDefaultGameMode.uasset
(Stored with Git LFS)
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GravityStomp/Content/Core/BP_GSDefaultGameMode.uasset
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BIN
GravityStomp/Content/Maps/City/City1.umap
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GravityStomp/Content/Maps/City/City1.umap
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GravityStomp/Content/UI/InGame/WBP_PostMatchMenu.uasset
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GravityStomp/Content/UI/InGame/WBP_PostMatchMenu.uasset
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"Editor"
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"Editor"
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]
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]
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}
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}
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],
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"TargetPlatforms": [
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"Windows"
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]
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]
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}
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}
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
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// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
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namespace CharacterMovementConstants
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namespace GSCharacterMovementConstants
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{
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{
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// MAGIC NUMBERS
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// MAGIC NUMBERS
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const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
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const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
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}
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}
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namespace CharacterMovementCVars
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namespace GSCharacterMovementCVars
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{
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{
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int32 ForceJumpPeakSubstep = 1;
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int32 ForceJumpPeakSubstep = 1;
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FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
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FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
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DecayFormerBaseVelocity(timeTick);
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DecayFormerBaseVelocity(timeTick);
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// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
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// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
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if (CharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
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if (GSCharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
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{
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{
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const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
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const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
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if (!FMath::IsNearlyZero(DerivedAccel.Z))
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if (!FMath::IsNearlyZero(DerivedAccel.Z))
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}
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}
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// Act as if there was no air control on the last move when computing new deflection.
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// Act as if there was no air control on the last move when computing new deflection.
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if (bHasLimitedAirControl && Hit.Normal.Z > CharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
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if (bHasLimitedAirControl && Hit.Normal.Z > GSCharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
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{
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{
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const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
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const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
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Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
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Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
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return bBlockingHit;
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return bBlockingHit;
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}
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}
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bool UGSCharacterMovementComponent::IsCharacterUpAlignedToWorldUp() const
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{
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return FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER;
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}
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float UGSCharacterMovementComponent::GetRollFromCharacterUpDir(const FVector& UpDir) const
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float UGSCharacterMovementComponent::GetRollFromCharacterUpDir(const FVector& UpDir) const
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{
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{
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// If we leave a base during movement and we have additive root motion, we need to add the imparted velocity so that it retains it next tick
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// If we leave a base during movement and we have additive root motion, we need to add the imparted velocity so that it retains it next tick
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CurrentRootMotion.LastPreAdditiveVelocity += DecayingFormerBaseVelocity;
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CurrentRootMotion.LastPreAdditiveVelocity += DecayingFormerBaseVelocity;
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}
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}
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if (!CharacterMovementCVars::bAddFormerBaseVelocityToRootMotionOverrideWhenFalling || FormerBaseVelocityDecayHalfLife == 0.f)
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if (!GSCharacterMovementCVars::bAddFormerBaseVelocityToRootMotionOverrideWhenFalling || FormerBaseVelocityDecayHalfLife == 0.f)
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{
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{
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DecayingFormerBaseVelocity = FVector::ZeroVector;
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DecayingFormerBaseVelocity = FVector::ZeroVector;
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}
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}
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float GetRollFromCharacterUpDir(const FVector& UpDir) const;
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float GetRollFromCharacterUpDir(const FVector& UpDir) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure)
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FORCEINLINE bool IsCharacterUpAlignedToWorldUp() const;
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FORCEINLINE bool IsCharacterUpAlignedToWorldUp() const { return FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER; }
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// UCharacterMovementComponent interface
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// UCharacterMovementComponent interface
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