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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows10SDK", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeCrossPlat", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame", + "Microsoft.VisualStudio.Workload.Universal" + ] +} diff --git a/GravityStomp/Config/DefaultEditor.ini b/GravityStomp/Config/DefaultEditor.ini new file mode 100644 index 0000000..197e527 --- /dev/null +++ b/GravityStomp/Config/DefaultEditor.ini @@ -0,0 +1,11 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/GravityStomp/Config/DefaultEditorPerProjectUserSettings.ini b/GravityStomp/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..4dcc526 --- /dev/null +++ b/GravityStomp/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP \ No newline at end of file diff --git a/GravityStomp/Config/DefaultEngine.ini b/GravityStomp/Config/DefaultEngine.ini new file mode 100644 index 0000000..30fef08 --- /dev/null +++ b/GravityStomp/Config/DefaultEngine.ini @@ -0,0 +1,137 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/UI/MainMenu/MainMenu.MainMenu +EditorStartupMap=/Game/Maps/Debug/Test.Test +GlobalDefaultGameMode=/Game/Core/BP_GSDefaultGameMode.BP_GSDefaultGameMode_C +bUseSplitscreen=False + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=0 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=0 +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.Mobile.EnableNoPrecomputedLightingCSMShader=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true +r.AntiAliasingMethod=2 +r.DefaultFeature.MotionBlur=False +r.DefaultFeature.AutoExposure=False +r.DefaultFeature.Bloom=True +r.DefaultFeature.AmbientOcclusion=True +r.DefaultFeature.AmbientOcclusionStaticFraction=True +r.DefaultFeature.LensFlare=False +r.MSAACount=4 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/GravityStomp") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/GravityStomp") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="GravityStompGameMode") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="GravityStompCharacter") +WorldSettingsClassName=/Script/GravityStompGame.GSWorldSettings + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=54F6FBFA46B71135659087ABEF5F7DA8 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Stomp") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/GravityStomp/Config/DefaultGame.ini b/GravityStomp/Config/DefaultGame.ini new file mode 100644 index 0000000..a9d6e4c --- /dev/null +++ b/GravityStomp/Config/DefaultGame.ini @@ -0,0 +1,109 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=EAE41D29471FBD447E5454B1D01C9ECF +ProjectName=Gravity Stomp +Description=Multiplayer competitive platformer where you manipulate gravity +CopyrightNotice=Gravity Stomp Copyright Kevin Poretti +ProjectVersion=1.0.0 +ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "79D56CC04C9E98AB5B2981808A14FB31", "Gravity Stomp") + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Shipping +BuildTarget= +LaunchOnTarget= +StagingDirectory=(Path="Z:/Projects/Unreal/GravityStomp/GravityStomp/") +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bUseIoStore=True +bUseZenStore=False +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=5 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++MapsToCook=(FilePath="/Game/UI/MainMenu/MainMenu") ++MapsToCook=(FilePath="/Game/Maps/City/City1") ++DirectoriesToAlwaysCook=(Path="/Interchange/Functions") ++DirectoriesToAlwaysCook=(Path="/Interchange/gltf") ++DirectoriesToAlwaysCook=(Path="/Interchange/Materials") ++DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines") ++DirectoriesToAlwaysCook=(Path="/Interchange/Utilities") +PerPlatformBuildConfig=(("Windows", PPBC_Shipping)) +PerPlatformTargetFlavorName=(("Android", "Android_ASTC")) +PerPlatformBuildTarget=() + diff --git a/GravityStomp/Config/DefaultInput.ini b/GravityStomp/Config/DefaultInput.ini new file mode 100644 index 0000000..58fc9cb --- /dev/null +++ b/GravityStomp/Config/DefaultInput.ini @@ -0,0 +1,86 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++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="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="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++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="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="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_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 +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/GravityStomp/Content/Characters/BP_GSCharacter.uasset b/GravityStomp/Content/Characters/BP_GSCharacter.uasset new file mode 100644 index 0000000..db5f184 --- /dev/null +++ b/GravityStomp/Content/Characters/BP_GSCharacter.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dcc480388de5720980c421bc688d01728ce2a60861910c61bd1287690383774c +size 441049 diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset new file mode 100644 index 0000000..b915e8e --- /dev/null +++ b/GravityStomp/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:81b4dd2a00331ba3086ce06a8673667359183399c5fb1ab924060e2c84720691 +size 203111 diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset new file mode 100644 index 0000000..4d2cc64 --- /dev/null +++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fa87ecdbb722402bdb4decef1a53487d6b74789076cb7aa51a4521553f478a89 +size 13710 diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset new file mode 100644 index 0000000..26c98f4 --- /dev/null +++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b544f3c62bdc242ceb673eb94a30a1bb881ea3b126d849e8e969ea6b30c25772 +size 10382 diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset new file mode 100644 index 0000000..71812b7 --- /dev/null +++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige_Logo.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ff2747888cb753414087d94c0aaa824e88aae93ca25584419a1ace2de31bb048 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"GravityStompEditor", + "Type": "Editor", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ], + "TargetPlatforms": [ + "Windows" + ] +} \ No newline at end of file diff --git a/GravityStomp/Platforms/HoloLens/Config/HoloLensEngine.ini b/GravityStomp/Platforms/HoloLens/Config/HoloLensEngine.ini new file mode 100644 index 0000000..57b268f --- /dev/null +++ b/GravityStomp/Platforms/HoloLens/Config/HoloLensEngine.ini @@ -0,0 +1,32 @@ + + +[/Script/HoloLensPlatformEditor.HoloLensTargetSettings] +bBuildForEmulation=False +bBuildForDevice=True +bUseNameForLogo=True +bBuildForRetailWindowsStore=False +bAutoIncrementVersion=False +bShouldCreateAppInstaller=False +AppInstallerInstallationURL= +HoursBetweenUpdateChecks=0 +bEnablePIXProfiling=False +TileBackgroundColor=(B=64,G=0,R=0,A=255) +SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) ++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) +TargetDeviceFamily=Windows.Holographic +MinimumPlatformVersion= +MaximumPlatformVersionTested=10.0.22621.0 +MaxTrianglesPerCubicMeter=500.000000 +SpatialMeshingVolumeSize=20.000000 +CompilerVersion=Default +Windows10SDKVersion=10.0.18362.0 ++CapabilityList=internetClientServer ++CapabilityList=privateNetworkClientServer ++Uap2CapabilityList=spatialPerception +bSetDefaultCapabilities=False +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 + diff --git a/GravityStomp/Source/GravityStompEditor.Target.cs b/GravityStomp/Source/GravityStompEditor.Target.cs new file mode 100644 index 0000000..658a10c --- /dev/null +++ b/GravityStomp/Source/GravityStompEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class GravityStompEditorTarget : TargetRules +{ + public GravityStompEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.AddRange(new string[] { "GravityStompGame", "GravityStompEditor" } ); + } +} diff --git a/GravityStomp/Source/GravityStompEditor/GravityStompEditor.Build.cs b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.Build.cs new file mode 100644 index 0000000..f30d8f7 --- /dev/null +++ b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.Build.cs @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GravityStompEditor : ModuleRules +{ + public GravityStompEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] + { + "GravityStompEditor" + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "UnrealEd" + }); + } +} diff --git a/GravityStomp/Source/GravityStompEditor/GravityStompEditor.cpp b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.cpp new file mode 100644 index 0000000..2fcc82b --- /dev/null +++ b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.cpp @@ -0,0 +1,9 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "GravityStompEditor.h" + +#define LOCTEXT_NAMESPACE "GravityStompEditor" + +IMPLEMENT_MODULE(FDefaultGameModuleImpl, GravityStompEditor); + +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompEditor/GravityStompEditor.h b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.h new file mode 100644 index 0000000..cdc14a7 --- /dev/null +++ b/GravityStomp/Source/GravityStompEditor/GravityStompEditor.h @@ -0,0 +1,7 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogGSEditor, Log, All); \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame.Target.cs b/GravityStomp/Source/GravityStompGame.Target.cs new file mode 100644 index 0000000..da9479e --- /dev/null +++ b/GravityStomp/Source/GravityStompGame.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class GravityStompGameTarget : TargetRules +{ + public GravityStompGameTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.Add("GravityStompGame"); + } +} diff --git a/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.cpp b/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.cpp new file mode 100644 index 0000000..c249301 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.cpp @@ -0,0 +1,124 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "Camera/GSCameraActor.h" + +// UE includes +#include "Kismet/KismetMathLibrary.h" +#include "World/GSWorldSettings.h" + +AGSCameraActor::AGSCameraActor() +{ + PanSpeed = 100.0f; + ZoomSpeed = 100.0f; + MinZoom = 2666; + MaxZoom = 5000; +} + + +void AGSCameraActor::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + FBox2D ScreenBoundingBox = GetBoundingBoxFromViewportPercentage(0); + + // bounding box of what is considered the "edge" of the screen + // when characters are outside of this box the camera should pan or zoom out + FBox2D EdgeBoundingBox = GetBoundingBoxFromViewportPercentage(0.15); + + // bounding box of what is considered the "center" of the screen + // when all characters are inside of this box the camera should zoom in + FBox2D CenterBoundingBox = GetBoundingBoxFromViewportPercentage(0.15); + + // debug + FVector2D ScreenBoxCenter = GetBoxCenter(ScreenBoundingBox); + float ScreenHeight, ScreenWidth; + GetBoxDimensions(ScreenBoundingBox, ScreenHeight, ScreenWidth); + DrawDebugBox(GetWorld(), FVector(0.0f, ScreenBoxCenter.X, ScreenBoxCenter.Y), FVector(0.0f, ScreenWidth/2, ScreenHeight/2), + FColor::Magenta, false, -1, 0, 2.0f); + + FVector CurrLocation = GetActorLocation(); + float ZoomMove = ZoomDirection * ZoomSpeed * DeltaSeconds; + float NewZoom = CurrLocation.X + ZoomMove; + NewZoom = ClampZoom(NewZoom); + FVector2D PanMove = PanDirection * PanSpeed * DeltaSeconds; + FVector2D NewPan = FVector2D(CurrLocation.Y + PanMove.X, CurrLocation.Z + PanMove.Y); + NewPan = ClampCameraLocationToStageBounds(NewPan, ScreenBoundingBox); + + FVector NewLocation = FVector(NewZoom, NewPan.X, NewPan.Y); + SetActorLocation(NewLocation); +} + + +FBox2D AGSCameraActor::GetBoundingBoxFromViewportPercentage(float ScreenPercentage) const +{ + APlayerController* PC = GetWorld()->GetFirstPlayerController(); + int32 SizeX, SizeY; + PC->GetViewportSize(SizeX, SizeY); + float MinX = ((float)SizeX) * ScreenPercentage; + float MinY = ((float)SizeY) * ScreenPercentage; + float MaxX = ((float)SizeX) * (1 - ScreenPercentage); + float MaxY = ((float)SizeY) * (1 - ScreenPercentage); + FVector TopRight = GetWorldLocationFromScreenCoords(MaxX, MinY); + FVector BottomLeft = GetWorldLocationFromScreenCoords(MinX, MaxY); + + FBox2D Result; + Result.Min = FVector2D(BottomLeft.Y, BottomLeft.Z); + Result.Max = FVector2D(TopRight.Y, TopRight.Z); + return Result; +} + + +FVector2D AGSCameraActor::GetBoxCenter(FBox2D Box) const +{ + return FVector2D((Box.Min.X + Box.Max.X) / 2.0f, (Box.Min.Y + Box.Max.Y) / 2.0f); +} + + +void AGSCameraActor::GetBoxDimensions(FBox2D Box, float& BoxHeight, float& BoxWidth) const +{ + BoxWidth = FMath::Abs(Box.Max.X - Box.Min.X); + BoxHeight = FMath::Abs(Box.Max.Y - Box.Min.Y); +} + + +FVector AGSCameraActor::GetWorldLocationFromScreenCoords(float InX, float InY) const +{ + APlayerController* PC = GetWorld()->GetFirstPlayerController(); + FVector WorldLocation; + FVector WorldDirection; + PC->DeprojectScreenPositionToWorld(InX, InY, WorldLocation, WorldDirection); + + FPlane XPlane = UKismetMathLibrary::MakePlaneFromPointAndNormal(FVector::ZeroVector, FVector::ForwardVector); + // NOTE: 10000 is a big enough number to make sure the intersection goes through the X = 0 plane + // there is probably a more elegant way to do this + float T; + FVector Result = FVector::ZeroVector; + UKismetMathLibrary::LinePlaneIntersection(WorldLocation, WorldLocation + (WorldDirection * 10000), XPlane, T, Result); + return Result; +} + + +FVector2D AGSCameraActor::ClampCameraLocationToStageBounds(FVector2D CameraLocation, FBox2D ScreenBox) const +{ + AGSWorldSettings* WS = Cast(GetWorld()->GetWorldSettings()); + FBox2D StageBounds = WS->StageBounds; + + float ScreenHeight, ScreenWidth; + GetBoxDimensions(ScreenBox, ScreenHeight, ScreenWidth); + float HalfHeight = ScreenHeight / 2; + float HalfWidth = ScreenWidth / 2; + + float MinStageX = StageBounds.Min.X + HalfWidth; + float MinStageY = StageBounds.Min.Y + HalfHeight; + float MaxStageX = StageBounds.Max.X - HalfWidth; + float MaxStageY = StageBounds.Max.Y - HalfHeight; + + float FinalX = FMath::Clamp(CameraLocation.X, MinStageX, MaxStageX); + float FinalY = FMath::Clamp(CameraLocation.Y, MinStageY, MaxStageY); + return FVector2D(FinalX, FinalY); +} + +float AGSCameraActor::ClampZoom(float Zoom) const +{ + return FMath::Clamp(Zoom, -MaxZoom, -MinZoom); +} diff --git a/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.h b/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.h new file mode 100644 index 0000000..7605c8b --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Camera/GSCameraActor.h @@ -0,0 +1,53 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "Camera/CameraActor.h" +#include "GSCameraActor.generated.h" + +/** + * + */ +UCLASS(showcategories=(Input)) +class GRAVITYSTOMPGAME_API AGSCameraActor : public ACameraActor +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera Settings") + float PanSpeed; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera Settings") + float ZoomSpeed; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera Settings") + float MinZoom; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera Settings") + float MaxZoom; + + UPROPERTY(BlueprintReadWrite) + FVector2D PanDirection; + + UPROPERTY(BlueprintReadWrite) + float ZoomDirection; + + AGSCameraActor(); + +protected: + virtual void Tick(float DeltaSeconds) override; + +private: + FBox2D GetBoundingBoxFromViewportPercentage(float ScreenPercentage) const; + + FVector2D GetBoxCenter(FBox2D Box) const; + + void GetBoxDimensions(FBox2D Box, float& BoxHeight, float& BoxWidth) const; + + FVector GetWorldLocationFromScreenCoords(float InX, float InY) const; + + FVector2D ClampCameraLocationToStageBounds(FVector2D CameraLocation, FBox2D ScreenBox) const; + + float ClampZoom(float Zoom) const; +}; diff --git a/GravityStomp/Source/GravityStompGame/Character/GSCharacter.cpp b/GravityStomp/Source/GravityStompGame/Character/GSCharacter.cpp new file mode 100644 index 0000000..7a83764 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Character/GSCharacter.cpp @@ -0,0 +1,164 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "GSCharacter.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/Controller.h" +#include "GameFramework/SpringArmComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "GSCharacterMovementComponent.h" +#include "GameFramework/PlayerState.h" +#include "Kismet/GameplayStatics.h" +#include "Kismet/KismetMathLibrary.h" +#include "Player/GSPlayerState.h" + + +////////////////////////////////////////////////////////////////////////// +// AGravityStompCharacter + +class AGSPlayerState; + +AGSCharacter::AGSCharacter(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); + + // Don't rotate when the controller rotates. Let that just affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = false; + bUseControllerRotationRoll = false; + + // Configure character movement + GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint + // instead of recompiling to adjust them + GetCharacterMovement()->JumpZVelocity = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + + // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) + // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) +} + + +void AGSCharacter::ChangeTeamColor(bool bIsPlayerFriendly) +{ + int32 TeamNum = GetPlayerState()->GetTeamNum(); + + // invalid team num + if(TeamNum < 0 || TeamNum >= PlayerMaterials.Num()) + { + return; + } + + GetMesh()->SetMaterial(0, PlayerMaterials[TeamNum].TorsoMaterial); + GetMesh()->SetMaterial(1, PlayerMaterials[TeamNum].HeadLegsMaterial); +} + + +void AGSCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void AGSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent)) + { + //Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGSCharacter::Move); + EnhancedInputComponent->BindAction(ChangeGravityAction, ETriggerEvent::Triggered, this, &AGSCharacter::ChangeGravityDirection); + } + +} + + +void AGSCharacter::Move(const FInputActionValue& Value) +{ + if(UGameplayStatics::GetGlobalTimeDilation(this) < 1.0f || IsMoveInputIgnored()) + { + return; + } + + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + // add movement + AddMovementInput(FVector::UpVector, MovementVector.Y); + AddMovementInput(FVector::RightVector, MovementVector.X); +} + + +void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value) +{ + if(!bCanChangeGravity || UGameplayStatics::GetGlobalTimeDilation(this) < 1.0f || IsMoveInputIgnored()) + { + return; + } + + FVector2D GravityDirection = Value.Get(); + FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y); + + FRotator CharRot = GetActorRotation(); + if(GetCharacterMovement()->IsCharacterUpAlignedToWorldUp()) + { + CharRot = FRotator(0.0f, CharRot.Yaw, 0.0f); + } + else + { + CharRot = FRotator(CharRot.Pitch, 0.0f, 0.0f); + } + + float NewRoll = GetCharacterMovement()->GetRollFromCharacterUpDir(NewCharacterUpDirection); + FRotator RollRot = UKismetMathLibrary::RotatorFromAxisAndAngle(FVector::ForwardVector, NewRoll); + + SetActorRotation(UKismetMathLibrary::ComposeRotators(RollRot, CharRot)); + + GetCharacterMovement()->SetCharacterUpDirection(NewCharacterUpDirection); +} + +void AGSCharacter::PawnClientRestart() +{ + Super::PawnClientRestart(); + + // Make sure that we have a valid PlayerController. + if (APlayerController* PC = Cast(GetController())) + { + // Get the Enhanced Input Local Player Subsystem from the Local Player related to our Player Controller. + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PC->GetLocalPlayer())) + { + // PawnClientRestart can run more than once in an Actor's lifetime, so start by clearing out any leftover mappings. + Subsystem->ClearAllMappings(); + + // Add each mapping context, along with their priority values. Higher values outprioritize lower values. + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +void AGSCharacter::PossessedBy(AController* NewController) +{ + Super::PossessedBy(NewController); +} diff --git a/GravityStomp/Source/GravityStompGame/Character/GSCharacter.h b/GravityStomp/Source/GravityStompGame/Character/GSCharacter.h new file mode 100644 index 0000000..1608872 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Character/GSCharacter.h @@ -0,0 +1,72 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputActionValue.h" +#include "GSCharacter.generated.h" + +USTRUCT(BlueprintType) +struct FPlayerMaterial +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UMaterialInstance* TorsoMaterial; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UMaterialInstance* HeadLegsMaterial; +}; + +UCLASS(config=Game) +class AGSCharacter : public ACharacter +{ + GENERATED_BODY() + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* DefaultMappingContext; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* ChangeGravityAction; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Player Materials", meta = (AllowPrivateAccess = "true")) + TArray PlayerMaterials; + +public: + AGSCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + void ChangeTeamColor(bool bIsPlayerFriendly); + + UFUNCTION(BlueprintImplementableEvent) + void OnGravityDirectionChanged(FVector NewUpDir); + +protected: + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + UPROPERTY(BlueprintReadWrite, Category = "Player Actions Flags") + bool bCanChangeGravity = true; + + /** Called when the player changes the gravity direction */ + void ChangeGravityDirection(const FInputActionValue& Value); + +public: + virtual void PawnClientRestart() override; + + virtual void PossessedBy(AController* NewController) override; + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); +}; + diff --git a/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.cpp b/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.cpp new file mode 100644 index 0000000..0d7d1f4 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.cpp @@ -0,0 +1,1390 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "Character/GSCharacterMovementComponent.h" + +// UE includes +#include "GSCharacter.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/Character.h" +#include "Kismet/KismetMathLibrary.h" + +// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work +namespace GSCharacterMovementConstants +{ + // MAGIC NUMBERS + 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. +} + +namespace GSCharacterMovementCVars +{ + int32 ForceJumpPeakSubstep = 1; + FAutoConsoleVariableRef CVarForceJumpPeakSubstep( + TEXT("gs.ForceJumpPeakSubstep"), + ForceJumpPeakSubstep, + TEXT("If 1, force a jump substep to always reach the peak position of a jump, which can often be cut off as framerate lowers."), + ECVF_Default); + + static bool bAddFormerBaseVelocityToRootMotionOverrideWhenFalling = true; + FAutoConsoleVariableRef CVarAddFormerBaseVelocityToRootMotionOverrideWhenFalling( + TEXT("gs.AddFormerBaseVelocityToRootMotionOverrideWhenFalling"), + bAddFormerBaseVelocityToRootMotionOverrideWhenFalling, + TEXT("To avoid sudden velocity changes when a root motion source moves the pawn from a moving base to free fall, this CVar will enable the FormerBaseVelocityDecayHalfLife property on CharacterMovementComponent."), + ECVF_Default); +} + + +UGSCharacterMovementComponent::UGSCharacterMovementComponent() +{ +} + + +void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iterations) +{ + if (deltaTime < MIN_TICK_TIME) + { + return; + } + + FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime); + IsCharacterUpAlignedToWorldUp() ? FallAcceleration.Z = 0.f : FallAcceleration.Y = 0.f; + const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration); + + float remainingTime = deltaTime; + while( (remainingTime >= MIN_TICK_TIME) && (Iterations < MaxSimulationIterations) ) + { + Iterations++; + float timeTick = GetSimulationTimeStep(remainingTime, Iterations); + remainingTime -= timeTick; + + const FVector OldLocation = UpdatedComponent->GetComponentLocation(); + const FQuat PawnRotation = UpdatedComponent->GetComponentQuat(); + bJustTeleported = false; + + const FVector OldVelocityWithRootMotion = Velocity; + + RestorePreAdditiveRootMotionVelocity(); + + const FVector OldVelocity = Velocity; + + // Apply input + const float MaxDecel = GetMaxBrakingDeceleration(); + if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity()) + { + // Compute Velocity + { + // Acceleration = FallAcceleration for CalcVelocity(), but we restore it after using it. + TGuardValue RestoreAcceleration(Acceleration, FallAcceleration); + IsCharacterUpAlignedToWorldUp() ? Velocity.Z = 0.f : Velocity.Y = 0.f; + CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel); + IsCharacterUpAlignedToWorldUp() ? Velocity.Z = OldVelocity.Z : Velocity.Y = OldVelocity.Y; + } + } + + // Compute current gravity + const FVector Gravity = CharacterUpDirection * GetGravityZ(); + float GravityTime = timeTick; + + // If jump is providing force, gravity may be affected. + bool bEndingJumpForce = false; + if (CharacterOwner->JumpForceTimeRemaining > 0.0f) + { + // Consume some of the force time. Only the remaining time (if any) is affected by gravity when bApplyGravityWhileJumping=false. + const float JumpForceTime = FMath::Min(CharacterOwner->JumpForceTimeRemaining, timeTick); + GravityTime = bApplyGravityWhileJumping ? timeTick : FMath::Max(0.0f, timeTick - JumpForceTime); + + // Update Character state + CharacterOwner->JumpForceTimeRemaining -= JumpForceTime; + if (CharacterOwner->JumpForceTimeRemaining <= 0.0f) + { + CharacterOwner->ResetJumpState(); + bEndingJumpForce = true; + } + } + + // Apply gravity + Velocity = NewFallVelocity(Velocity, Gravity, GravityTime); + + //UE_LOG(LogCharacterMovement, Log, TEXT("dt=(%.6f) OldLocation=(%s) OldVelocity=(%s) OldVelocityWithRootMotion=(%s) NewVelocity=(%s)"), timeTick, *(UpdatedComponent->GetComponentLocation()).ToString(), *OldVelocity.ToString(), *OldVelocityWithRootMotion.ToString(), *Velocity.ToString()); + ApplyRootMotionToVelocity(timeTick); + DecayFormerBaseVelocity(timeTick); + + // 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. + if (GSCharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation) + { + const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick; + if (!FMath::IsNearlyZero(DerivedAccel.Z)) + { + const float TimeToApex = -OldVelocityWithRootMotion.Z / DerivedAccel.Z; + + // The time-to-apex calculation should be precise, and we want to avoid adding a substep when we are basically already at the apex from the previous iteration's work. + const float ApexTimeMinimum = 0.0001f; + if (TimeToApex >= ApexTimeMinimum && TimeToApex < timeTick) + { + const FVector ApexVelocity = OldVelocityWithRootMotion + (DerivedAccel * TimeToApex); + Velocity = ApexVelocity; + Velocity.Z = 0.f; // Should be nearly zero anyway, but this makes apex notifications consistent. + + // We only want to move the amount of time it takes to reach the apex, and refund the unused time for next iteration. + const float TimeToRefund = (timeTick - TimeToApex); + + remainingTime += TimeToRefund; + timeTick = TimeToApex; + Iterations--; + NumJumpApexAttempts++; + + // Refund time to any active Root Motion Sources as well + for (TSharedPtr RootMotionSource : CurrentRootMotion.RootMotionSources) + { + const float RewoundRMSTime = FMath::Max(0.0f, RootMotionSource->GetTime() - TimeToRefund); + RootMotionSource->SetTime(RewoundRMSTime); + } + } + } + } + + if (bNotifyApex && (Velocity.Z < 0.f)) + { + // Just passed jump apex since now going down + bNotifyApex = false; + NotifyJumpApex(); + } + + // Compute change in position (using midpoint integration method). + FVector Adjusted = 0.5f * (OldVelocityWithRootMotion + Velocity) * timeTick; + + // Special handling if ending the jump force where we didn't apply gravity during the jump. + if (bEndingJumpForce && !bApplyGravityWhileJumping) + { + // We had a portion of the time at constant speed then a portion with acceleration due to gravity. + // Account for that here with a more correct change in position. + const float NonGravityTime = FMath::Max(0.f, timeTick - GravityTime); + Adjusted = (OldVelocityWithRootMotion * NonGravityTime) + (0.5f*(OldVelocityWithRootMotion + Velocity) * GravityTime); + } + + // Move + FHitResult Hit(1.f); + SafeMoveUpdatedComponent( Adjusted, PawnRotation, true, Hit); + + if (!HasValidData()) + { + return; + } + + float LastMoveTimeSlice = timeTick; + float subTimeTickRemaining = timeTick * (1.f - Hit.Time); + + if ( IsSwimming() ) //just entered water + { + remainingTime += subTimeTickRemaining; + StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations); + return; + } + else if ( Hit.bBlockingHit ) + { + if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit)) + { + remainingTime += subTimeTickRemaining; + ProcessLanded(Hit, remainingTime, Iterations); + return; + } + else + { + // Compute impact deflection based on final velocity, not integration step. + // This allows us to compute a new velocity from the deflected vector, and ensures the full gravity effect is included in the slide result. + Adjusted = Velocity * timeTick; + + // See if we can convert a normally invalid landing spot (based on the hit result) to a usable one. + if (!Hit.bStartPenetrating && ShouldCheckForValidLandingSpot(timeTick, Adjusted, Hit)) + { + const FVector PawnLocation = UpdatedComponent->GetComponentLocation(); + FFindFloorResult FloorResult; + FindFloor(PawnLocation, FloorResult, false); + if (FloorResult.IsWalkableFloor() && IsValidLandingSpot(PawnLocation, FloorResult.HitResult)) + { + remainingTime += subTimeTickRemaining; + ProcessLanded(FloorResult.HitResult, remainingTime, Iterations); + return; + } + } + + HandleImpact(Hit, LastMoveTimeSlice, Adjusted); + + // If we've changed physics mode, abort. + if (!HasValidData() || !IsFalling()) + { + return; + } + + // Limit air control based on what we hit. + // We moved to the impact point using air control, but may want to deflect from there based on a limited air control acceleration. + FVector VelocityNoAirControl = OldVelocity; + FVector AirControlAccel = Acceleration; + if (bHasLimitedAirControl) + { + // Compute VelocityNoAirControl + { + // Find velocity *without* acceleration. + TGuardValue RestoreAcceleration(Acceleration, FVector::ZeroVector); + TGuardValue RestoreVelocity(Velocity, OldVelocity); + Velocity.Z = 0.f; + CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel); + VelocityNoAirControl = FVector(Velocity.X, Velocity.Y, OldVelocity.Z); + VelocityNoAirControl = NewFallVelocity(VelocityNoAirControl, Gravity, GravityTime); + } + + const bool bCheckLandingSpot = false; // we already checked above. + AirControlAccel = (Velocity - VelocityNoAirControl) / timeTick; + const FVector AirControlDeltaV = LimitAirControl(LastMoveTimeSlice, AirControlAccel, Hit, bCheckLandingSpot) * LastMoveTimeSlice; + Adjusted = (VelocityNoAirControl + AirControlDeltaV) * LastMoveTimeSlice; + } + + const FVector OldHitNormal = Hit.Normal; + const FVector OldHitImpactNormal = Hit.ImpactNormal; + FVector Delta = ComputeSlideVector(Adjusted, 1.f - Hit.Time, OldHitNormal, Hit); + + // Compute velocity after deflection (only gravity component for RootMotion) + const UPrimitiveComponent* HitComponent = Hit.GetComponent(); + if (/*CharacterMovementCVars::UseTargetVelocityOnImpact &&*/ !Velocity.IsNearlyZero() && MovementBaseUtility::IsSimulatedBase(HitComponent)) + { + const FVector ContactVelocity = MovementBaseUtility::GetMovementBaseVelocity(HitComponent, NAME_None) + MovementBaseUtility::GetMovementBaseTangentialVelocity(HitComponent, NAME_None, Hit.ImpactPoint); + const FVector NewVelocity = Velocity - Hit.ImpactNormal * FVector::DotProduct(Velocity - ContactVelocity, Hit.ImpactNormal); + Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity; + } + else if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported) + { + const FVector NewVelocity = (Delta / subTimeTickRemaining); + Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity; + } + + if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && (Delta | Adjusted) > 0.f) + { + // Move in deflected direction. + SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit); + + if (Hit.bBlockingHit) + { + // hit second wall + LastMoveTimeSlice = subTimeTickRemaining; + subTimeTickRemaining = subTimeTickRemaining * (1.f - Hit.Time); + + if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit)) + { + remainingTime += subTimeTickRemaining; + ProcessLanded(Hit, remainingTime, Iterations); + return; + } + + HandleImpact(Hit, LastMoveTimeSlice, Delta); + + // If we've changed physics mode, abort. + if (!HasValidData() || !IsFalling()) + { + return; + } + + // Act as if there was no air control on the last move when computing new deflection. + if (bHasLimitedAirControl && Hit.Normal.Z > GSCharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z) + { + const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice; + Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit); + } + + FVector PreTwoWallDelta = Delta; + TwoWallAdjust(Delta, Hit, OldHitNormal); + + // Limit air control, but allow a slide along the second wall. + if (bHasLimitedAirControl) + { + const bool bCheckLandingSpot = false; // we already checked above. + const FVector AirControlDeltaV = LimitAirControl(subTimeTickRemaining, AirControlAccel, Hit, bCheckLandingSpot) * subTimeTickRemaining; + + // Only allow if not back in to first wall + if (FVector::DotProduct(AirControlDeltaV, OldHitNormal) > 0.f) + { + Delta += (AirControlDeltaV * subTimeTickRemaining); + } + } + + // Compute velocity after deflection (only gravity component for RootMotion) + if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported) + { + const FVector NewVelocity = (Delta / subTimeTickRemaining); + Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity; + } + + // bDitch=true means that pawn is straddling two slopes, neither of which it can stand on + bool bDitch = ( (OldHitImpactNormal.Z > 0.f) && (Hit.ImpactNormal.Z > 0.f) && (FMath::Abs(Delta.Z) <= UE_KINDA_SMALL_NUMBER) && ((Hit.ImpactNormal | OldHitImpactNormal) < 0.f) ); + SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit); + if ( Hit.Time == 0.f ) + { + // if we are stuck then try to side step + FVector SideDelta = (OldHitNormal + Hit.ImpactNormal).GetSafeNormal2D(); + if ( SideDelta.IsNearlyZero() ) + { + SideDelta = FVector(OldHitNormal.Y, -OldHitNormal.X, 0).GetSafeNormal(); + } + SafeMoveUpdatedComponent( SideDelta, PawnRotation, true, Hit); + } + + if ( bDitch || IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit) || Hit.Time == 0.f ) + { + remainingTime = 0.f; + ProcessLanded(Hit, remainingTime, Iterations); + return; + } + else if (GetPerchRadiusThreshold() > 0.f && Hit.Time == 1.f && OldHitImpactNormal.Z >= GetWalkableFloorZ()) + { + // We might be in a virtual 'ditch' within our perch radius. This is rare. + const FVector PawnLocation = UpdatedComponent->GetComponentLocation(); + const float ZMovedDist = FMath::Abs(PawnLocation.Z - OldLocation.Z); + const float MovedDist2DSq = (PawnLocation - OldLocation).SizeSquared2D(); + if (ZMovedDist <= 0.2f * timeTick && MovedDist2DSq <= 4.f * timeTick) + { + Velocity.X += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f); + Velocity.Y += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f); + Velocity.Z = FMath::Max(JumpZVelocity * 0.25f, 1.f); + Delta = Velocity * timeTick; + SafeMoveUpdatedComponent(Delta, PawnRotation, true, Hit); + } + } + } + } + } + } + + if (Velocity.SizeSquared2D() <= UE_KINDA_SMALL_NUMBER * 10.f) + { + Velocity.X = 0.f; + Velocity.Y = 0.f; + } + } +} + +FVector UGSCharacterMovementComponent::GetFallingLateralAcceleration(float DeltaTime) +{ + // No acceleration in Z or Y depending on character up direction + FVector FallAcceleration = IsCharacterUpAlignedToWorldUp() ? FVector(Acceleration.X, Acceleration.Y, 0.f) : FVector(Acceleration.X, 0.0f, Acceleration.Z); + + // bound acceleration, falling object has minimal ability to impact acceleration + if (!HasAnimRootMotion() && FallAcceleration.SizeSquared() > 0.f) + { + FallAcceleration = GetAirControl(DeltaTime, AirControl, FallAcceleration); + FallAcceleration = FallAcceleration.GetClampedToMaxSize(GetMaxAcceleration()); + } + + return FallAcceleration; +} + + +void UGSCharacterMovementComponent::ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance, + float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius, + const FHitResult* DownwardSweepResult) const +{ + //UE_LOG(LogCharacterMovement, VeryVerbose, TEXT("[Role:%d] ComputeFloorDist: %s at location %s"), (int32)CharacterOwner->GetLocalRole(), *GetNameSafe(CharacterOwner), *CapsuleLocation.ToString()); + OutFloorResult.Clear(); + + float PawnRadius, PawnHalfHeight; + CharacterOwner->GetCapsuleComponent()->GetScaledCapsuleSize(PawnRadius, PawnHalfHeight); + + bool bSkipSweep = false; + if (DownwardSweepResult != NULL && DownwardSweepResult->IsValidBlockingHit()) + { + // Only if the supplied sweep was vertical and downward. + if ((DownwardSweepResult->TraceStart.Z > DownwardSweepResult->TraceEnd.Z) && + (DownwardSweepResult->TraceStart - DownwardSweepResult->TraceEnd).SizeSquared2D() <= UE_KINDA_SMALL_NUMBER) + { + // Reject hits that are barely on the cusp of the radius of the capsule + if (IsWithinEdgeTolerance(DownwardSweepResult->Location, DownwardSweepResult->ImpactPoint, PawnRadius)) + { + // Don't try a redundant sweep, regardless of whether this sweep is usable. + bSkipSweep = true; + + const bool bIsWalkable = IsWalkable(*DownwardSweepResult); + const float FloorDist = (CapsuleLocation.Z - DownwardSweepResult->Location.Z); + OutFloorResult.SetFromSweep(*DownwardSweepResult, FloorDist, bIsWalkable); + + if (bIsWalkable) + { + // Use the supplied downward sweep as the floor hit result. + return; + } + } + } + } + + // We require the sweep distance to be >= the line distance, otherwise the HitResult can't be interpreted as the sweep result. + if (SweepDistance < LineDistance) + { + ensure(SweepDistance >= LineDistance); + return; + } + + bool bBlockingHit = false; + FCollisionQueryParams QueryParams(SCENE_QUERY_STAT(ComputeFloorDist), false, CharacterOwner); + FCollisionResponseParams ResponseParam; + InitCollisionParams(QueryParams, ResponseParam); + const ECollisionChannel CollisionChannel = UpdatedComponent->GetCollisionObjectType(); + + // Sweep test + if (!bSkipSweep && SweepDistance > 0.f && SweepRadius > 0.f) + { + // Use a shorter height to avoid sweeps giving weird results if we start on a surface. + // This also allows us to adjust out of penetrations. + const float ShrinkScale = 0.9f; + const float ShrinkScaleOverlap = 0.1f; + float ShrinkHeight = (PawnHalfHeight - PawnRadius) * (1.f - ShrinkScale); + float TraceDist = SweepDistance + ShrinkHeight; + FCollisionShape CapsuleShape = FCollisionShape::MakeCapsule(SweepRadius, PawnHalfHeight - ShrinkHeight); + + FHitResult Hit(1.f); + bBlockingHit = FloorSweepTest(Hit, CapsuleLocation, CapsuleLocation + (CharacterUpDirection * -TraceDist), CollisionChannel, CapsuleShape, QueryParams, ResponseParam); + + if (bBlockingHit) + { + // Reject hits adjacent to us, we only care about hits on the bottom portion of our capsule. + // Check 2D distance to impact point, reject if within a tolerance from radius. + if (Hit.bStartPenetrating || !IsWithinEdgeTolerance(CapsuleLocation, Hit.ImpactPoint, CapsuleShape.Capsule.Radius)) + { + // Use a capsule with a slightly smaller radius and shorter height to avoid the adjacent object. + // Capsule must not be nearly zero or the trace will fall back to a line trace from the start point and have the wrong length. + CapsuleShape.Capsule.Radius = FMath::Max(0.f, CapsuleShape.Capsule.Radius - SWEEP_EDGE_REJECT_DISTANCE - UE_KINDA_SMALL_NUMBER); + if (!CapsuleShape.IsNearlyZero()) + { + ShrinkHeight = (PawnHalfHeight - PawnRadius) * (1.f - ShrinkScaleOverlap); + TraceDist = SweepDistance + ShrinkHeight; + CapsuleShape.Capsule.HalfHeight = FMath::Max(PawnHalfHeight - ShrinkHeight, CapsuleShape.Capsule.Radius); + Hit.Reset(1.f, false); + + bBlockingHit = FloorSweepTest(Hit, CapsuleLocation, CapsuleLocation + (CharacterUpDirection * -TraceDist), CollisionChannel, CapsuleShape, QueryParams, ResponseParam); + } + } + + // Reduce hit distance by ShrinkHeight because we shrank the capsule for the trace. + // We allow negative distances here, because this allows us to pull out of penetrations. + const float MaxPenetrationAdjust = FMath::Max(MAX_FLOOR_DIST, PawnRadius); + const float SweepResult = FMath::Max(-MaxPenetrationAdjust, Hit.Time * TraceDist - ShrinkHeight); + + OutFloorResult.SetFromSweep(Hit, SweepResult, false); + if (Hit.IsValidBlockingHit() && IsWalkable(Hit)) + { + if (SweepResult <= SweepDistance) + { + // Hit within test distance. + OutFloorResult.bWalkableFloor = true; + return; + } + } + } + } + + // Since we require a longer sweep than line trace, we don't want to run the line trace if the sweep missed everything. + // We do however want to try a line trace if the sweep was stuck in penetration. + if (!OutFloorResult.bBlockingHit && !OutFloorResult.HitResult.bStartPenetrating) + { + OutFloorResult.FloorDist = SweepDistance; + return; + } + + // Line trace + if (LineDistance > 0.f) + { + const float ShrinkHeight = PawnHalfHeight; + const FVector LineTraceStart = CapsuleLocation; + const float TraceDist = LineDistance + ShrinkHeight; + const FVector Down = (CharacterUpDirection * -TraceDist); + QueryParams.TraceTag = SCENE_QUERY_STAT_NAME_ONLY(FloorLineTrace); + + FHitResult Hit(1.f); + bBlockingHit = GetWorld()->LineTraceSingleByChannel(Hit, LineTraceStart, LineTraceStart + Down, CollisionChannel, QueryParams, ResponseParam); + + if (bBlockingHit) + { + if (Hit.Time > 0.f) + { + // Reduce hit distance by ShrinkHeight because we started the trace higher than the base. + // We allow negative distances here, because this allows us to pull out of penetrations. + const float MaxPenetrationAdjust = FMath::Max(MAX_FLOOR_DIST, PawnRadius); + const float LineResult = FMath::Max(-MaxPenetrationAdjust, Hit.Time * TraceDist - ShrinkHeight); + + OutFloorResult.bBlockingHit = true; + if (LineResult <= LineDistance && IsWalkable(Hit)) + { + OutFloorResult.SetFromLineTrace(Hit, OutFloorResult.FloorDist, LineResult, true); + return; + } + } + } + } + + // No hits were acceptable. + OutFloorResult.bWalkableFloor = false; +} + + +bool UGSCharacterMovementComponent::IsValidLandingSpot(const FVector& CapsuleLocation, const FHitResult& Hit) const +{ + if (!Hit.bBlockingHit) + { + return false; + } + + // Skip some checks if penetrating. Penetration will be handled by the FindFloor call (using a smaller capsule) + if (!Hit.bStartPenetrating) + { + // Reject unwalkable floor normals. + if (!IsWalkable(Hit)) + { + return false; + } + + float PawnRadius, PawnHalfHeight; + CharacterOwner->GetCapsuleComponent()->GetScaledCapsuleSize(PawnRadius, PawnHalfHeight); + + // TODO: I understand what this is trying to do but need to go over the math again so I can make it work for different character up orientations + /* + // Reject hits that are above our lower hemisphere (can happen when sliding down a vertical surface). + const float LowerHemisphereZ = Hit.Location.Z - PawnHalfHeight + PawnRadius; + if (Hit.ImpactPoint.Z >= LowerHemisphereZ) + { + return false; + } + */ + + // TODO: Another thing I sort of understand what it is trying to do but need to go over the math again so I can make it work for different character up orientations + /* + // Reject hits that are barely on the cusp of the radius of the capsule + if (!IsWithinEdgeTolerance(Hit.Location, Hit.ImpactPoint, PawnRadius)) + { + return false; + } + */ + } + else + { + // Penetrating + float NormalUp = CharacterUpDirection.Dot(Hit.Normal); + if (NormalUp < UE_KINDA_SMALL_NUMBER) + { + // Normal is nearly horizontal or downward, that's a penetration adjustment next to a vertical or overhanging wall. Don't pop to the floor. + return false; + } + } + + FFindFloorResult FloorResult; + FindFloor(CapsuleLocation, FloorResult, false, &Hit); + + if (!FloorResult.IsWalkableFloor()) + { + return false; + } + + return true; +} + + +bool UGSCharacterMovementComponent::IsWalkable(const FHitResult& Hit) const +{ + if (!Hit.IsValidBlockingHit()) + { + // No hit, or starting in penetration + return false; + } + + float ImpactNormalUp = CharacterUpDirection.Dot(Hit.ImpactNormal); + + // Never walk up vertical surfaces. + if (ImpactNormalUp < UE_KINDA_SMALL_NUMBER) + { + return false; + } + + /* + float TestWalkableZ = WalkableFloorZ; + + // See if this component overrides the walkable floor z. + const UPrimitiveComponent* HitComponent = Hit.Component.Get(); + if (HitComponent) + { + const FWalkableSlopeOverride& SlopeOverride = HitComponent->GetWalkableSlopeOverride(); + TestWalkableZ = SlopeOverride.ModifyWalkableFloorZ(TestWalkableZ); + } + + // Can't walk on this surface if it is too steep. + if (Hit.ImpactNormal.Z < TestWalkableZ) + { + return false; + } + */ + + return true; + +} + +bool UGSCharacterMovementComponent::FloorSweepTest(FHitResult& OutHit, const FVector& Start, const FVector& End, + ECollisionChannel TraceChannel, const FCollisionShape& CollisionShape, const FCollisionQueryParams& Params, + const FCollisionResponseParams& ResponseParam) const +{ + bool bBlockingHit = false; + + if (!bUseFlatBaseForFloorChecks) + { + bool IsUp = FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER; + + FQuat Rot = UKismetMathLibrary::RotatorFromAxisAndAngle(FVector::ForwardVector, IsUp ? 0.0f : 90.0f).Quaternion(); + bBlockingHit = GetWorld()->SweepSingleByChannel(OutHit, Start, End, Rot, TraceChannel, CollisionShape, Params, ResponseParam); + } + else + { + // Test with a box that is enclosed by the capsule. + const float CapsuleRadius = CollisionShape.GetCapsuleRadius(); + const float CapsuleHeight = CollisionShape.GetCapsuleHalfHeight(); + const FCollisionShape BoxShape = FCollisionShape::MakeBox(FVector(CapsuleRadius * 0.707f, CapsuleRadius * 0.707f, CapsuleHeight)); + + // First test with the box rotated so the corners are along the major axes (ie rotated 45 degrees). + bBlockingHit = GetWorld()->SweepSingleByChannel(OutHit, Start, End, FQuat(FVector(0.f, 0.f, -1.f), UE_PI * 0.25f), TraceChannel, BoxShape, Params, ResponseParam); + + if (!bBlockingHit) + { + // Test again with the same box, not rotated. + OutHit.Reset(1.f, false); + bBlockingHit = GetWorld()->SweepSingleByChannel(OutHit, Start, End, FQuat::Identity, TraceChannel, BoxShape, Params, ResponseParam); + } + } + + return bBlockingHit; +} + + +float UGSCharacterMovementComponent::GetRollFromCharacterUpDir(const FVector& UpDir) const +{ + float Rot = 0.0f; + if(CharacterUpDirection.Dot(FVector::DownVector) > UE_KINDA_SMALL_NUMBER) + { + Rot = 180.0f; + } + else if (CharacterUpDirection.Dot(FVector::RightVector) > UE_KINDA_SMALL_NUMBER) + { + Rot = 90.0f; + } + else if (CharacterUpDirection.Dot(FVector::LeftVector) > UE_KINDA_SMALL_NUMBER) + { + Rot = 270.0f; + } + + return Rot; +} + + +void UGSCharacterMovementComponent::SetCharacterUpDirection(FVector NewUpDirection) +{ + NewUpDirection.Normalize(); + if(!(CharacterUpDirection.Dot(NewUpDirection) > UE_KINDA_SMALL_NUMBER)) + { + CharacterUpDirection = NewUpDirection; + AGSCharacter* Char = Cast(GetCharacterOwner()); + if(Char) + { + Char->OnGravityDirectionChanged(CharacterUpDirection); + } + SetMovementMode(MOVE_Falling); + } +} + +FVector UGSCharacterMovementComponent::ConstrainInputAcceleration(const FVector& InputAcceleration) const +{ + // walking or falling pawns ignore up/down sliding + if(IsCharacterUpAlignedToWorldUp()) + { + if (InputAcceleration.Z != 0.f && (IsMovingOnGround() || IsFalling())) + { + return FVector(InputAcceleration.X, InputAcceleration.Y, 0.f); + } + } + else + { + if (InputAcceleration.Y != 0.f && (IsMovingOnGround() || IsFalling())) + { + return FVector(0.0f, InputAcceleration.Y, InputAcceleration.Z); + } + } + + return InputAcceleration; +} + +void UGSCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) +{ + if (!HasValidData()) + { + return; + } + + // Update collision settings if needed + if (MovementMode == MOVE_NavWalking) + { + // Reset cached nav location used by NavWalking + CachedNavLocation = FNavLocation(); + + SetGroundMovementMode(MovementMode); + // Walking is either only X or Z depending on the character's up direction + if(IsCharacterUpAlignedToWorldUp()) + { + Velocity.Z = 0.f; + } + else + { + Velocity.Y = 0.f; + } + SetNavWalkingPhysics(true); + } + else if (PreviousMovementMode == MOVE_NavWalking) + { + if (MovementMode == DefaultLandMovementMode || IsWalking()) + { + const bool bSucceeded = TryToLeaveNavWalking(); + if (!bSucceeded) + { + return; + } + } + else + { + SetNavWalkingPhysics(false); + } + } + + // React to changes in the movement mode. + if (MovementMode == MOVE_Walking) + { + // Walking is either only X or Z depending on the character's up direction + if(IsCharacterUpAlignedToWorldUp()) + { + Velocity.Z = 0.f; + } + else + { + Velocity.Y = 0.f; + } + bCrouchMaintainsBaseLocation = true; + SetGroundMovementMode(MovementMode); + + // make sure we update our new floor/base on initial entry of the walking physics + FindFloor(UpdatedComponent->GetComponentLocation(), CurrentFloor, false); + AdjustFloorHeight(); + SetBaseFromFloor(CurrentFloor); + } + else + { + CurrentFloor.Clear(); + bCrouchMaintainsBaseLocation = false; + + if (MovementMode == MOVE_Falling) + { + DecayingFormerBaseVelocity = GetImpartedMovementBaseVelocity(); + Velocity += DecayingFormerBaseVelocity; + if (bMovementInProgress && CurrentRootMotion.HasAdditiveVelocity()) + { + // 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 + CurrentRootMotion.LastPreAdditiveVelocity += DecayingFormerBaseVelocity; + } + if (!GSCharacterMovementCVars::bAddFormerBaseVelocityToRootMotionOverrideWhenFalling || FormerBaseVelocityDecayHalfLife == 0.f) + { + DecayingFormerBaseVelocity = FVector::ZeroVector; + } + CharacterOwner->Falling(); + } + + SetBase(NULL); + + if (MovementMode == MOVE_None) + { + // Kill velocity and clear queued up events + StopMovementKeepPathing(); + CharacterOwner->ResetJumpState(); + ClearAccumulatedForces(); + } + } + + if (MovementMode == MOVE_Falling && PreviousMovementMode != MOVE_Falling) + { + IPathFollowingAgentInterface* PFAgent = GetPathFollowingAgent(); + if (PFAgent) + { + PFAgent->OnStartedFalling(); + } + } + + CharacterOwner->OnMovementModeChanged(PreviousMovementMode, PreviousCustomMode); + ensureMsgf(GetGroundMovementMode() == MOVE_Walking || GetGroundMovementMode() == MOVE_NavWalking, TEXT("Invalid GroundMovementMode %d. MovementMode: %d, PreviousMovementMode: %d"), GetGroundMovementMode(), MovementMode.GetValue(), PreviousMovementMode); +} + +void UGSCharacterMovementComponent::PhysicsRotation(float DeltaTime) +{ + if (!(bOrientRotationToMovement || bUseControllerDesiredRotation)) + { + return; + } + + if (!HasValidData() || (!CharacterOwner->Controller && !bRunPhysicsWithNoController)) + { + return; + } + + FRotator CurrentRotation = UpdatedComponent->GetComponentRotation(); // Normalized + CurrentRotation.DiagnosticCheckNaN(TEXT("CharacterMovementComponent::PhysicsRotation(): CurrentRotation")); + + FRotator DeltaRot = GetDeltaRotation(DeltaTime); + DeltaRot.DiagnosticCheckNaN(TEXT("CharacterMovementComponent::PhysicsRotation(): GetDeltaRotation")); + + FRotator DesiredRotation = CurrentRotation; + if (bOrientRotationToMovement) + { + DesiredRotation = ComputeOrientToMovementRotation(CurrentRotation, DeltaTime, DeltaRot); + } + else if (CharacterOwner->Controller && bUseControllerDesiredRotation) + { + DesiredRotation = CharacterOwner->Controller->GetDesiredRotation(); + } + else if (!CharacterOwner->Controller && bRunPhysicsWithNoController && bUseControllerDesiredRotation) + { + if (AController* ControllerOwner = Cast(CharacterOwner->GetOwner())) + { + DesiredRotation = ControllerOwner->GetDesiredRotation(); + } + } + else + { + return; + } + + if (ShouldRemainVertical()) + { + DesiredRotation.Pitch = IsCharacterUpAlignedToWorldUp() ? 0.f : FRotator::NormalizeAxis(DesiredRotation.Pitch); + DesiredRotation.Yaw = IsCharacterUpAlignedToWorldUp() ? FRotator::NormalizeAxis(DesiredRotation.Yaw) : 0.f; + DesiredRotation.Roll = GetRollFromCharacterUpDir(CharacterUpDirection); + } + else + { + DesiredRotation.Normalize(); + } + + // Accumulate a desired new rotation. + const float AngleTolerance = 1e-3f; + + if (!CurrentRotation.Equals(DesiredRotation, AngleTolerance)) + { + // PITCH + if (!FMath::IsNearlyEqual(CurrentRotation.Pitch, DesiredRotation.Pitch, AngleTolerance)) + { + DesiredRotation.Pitch = FMath::FixedTurn(CurrentRotation.Pitch, DesiredRotation.Pitch, DeltaRot.Pitch); + } + + // YAW + if (!FMath::IsNearlyEqual(CurrentRotation.Yaw, DesiredRotation.Yaw, AngleTolerance)) + { + DesiredRotation.Yaw = FMath::FixedTurn(CurrentRotation.Yaw, DesiredRotation.Yaw, DeltaRot.Yaw); + } + + // Set the new rotation. + DesiredRotation.DiagnosticCheckNaN(TEXT("CharacterMovementComponent::PhysicsRotation(): DesiredRotation")); + MoveUpdatedComponent( FVector::ZeroVector, DesiredRotation, /*bSweep*/ false ); + } +} + +void UGSCharacterMovementComponent::PhysWalking(float deltaTime, int32 Iterations) +{ + if (deltaTime < MIN_TICK_TIME) + { + return; + } + + if (!CharacterOwner || (!CharacterOwner->Controller && !bRunPhysicsWithNoController && !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity() && (CharacterOwner->GetLocalRole() != ROLE_SimulatedProxy))) + { + Acceleration = FVector::ZeroVector; + Velocity = FVector::ZeroVector; + return; + } + + if (!UpdatedComponent->IsQueryCollisionEnabled()) + { + SetMovementMode(MOVE_Walking); + return; + } + + bJustTeleported = false; + bool bCheckedFall = false; + bool bTriedLedgeMove = false; + float remainingTime = deltaTime; + + // Perform the move + while ( (remainingTime >= MIN_TICK_TIME) && (Iterations < MaxSimulationIterations) && CharacterOwner && (CharacterOwner->Controller || bRunPhysicsWithNoController || HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocity() || (CharacterOwner->GetLocalRole() == ROLE_SimulatedProxy)) ) + { + Iterations++; + bJustTeleported = false; + const float timeTick = GetSimulationTimeStep(remainingTime, Iterations); + remainingTime -= timeTick; + + // Save current values + UPrimitiveComponent * const OldBase = GetMovementBase(); + const FVector PreviousBaseLocation = (OldBase != NULL) ? OldBase->GetComponentLocation() : FVector::ZeroVector; + const FVector OldLocation = UpdatedComponent->GetComponentLocation(); + const FFindFloorResult OldFloor = CurrentFloor; + + RestorePreAdditiveRootMotionVelocity(); + + // Ensure velocity is horizontal. + MaintainHorizontalGroundVelocity(); + const FVector OldVelocity = Velocity; + + if(IsCharacterUpAlignedToWorldUp()) + { + Acceleration.Z = 0.f; + } + else + { + Acceleration.Y = 0.f; + } + + // Apply acceleration + if( !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity() ) + { + CalcVelocity(timeTick, GroundFriction, false, GetMaxBrakingDeceleration()); + } + + ApplyRootMotionToVelocity(timeTick); + + if( IsFalling() ) + { + // Root motion could have put us into Falling. + // No movement has taken place this movement tick so we pass on full time/past iteration count + StartNewPhysics(remainingTime+timeTick, Iterations-1); + return; + } + + // Compute move parameters + const FVector MoveVelocity = Velocity; + const FVector Delta = timeTick * MoveVelocity; + const bool bZeroDelta = Delta.IsNearlyZero(); + FStepDownResult StepDownResult; + + if ( bZeroDelta ) + { + remainingTime = 0.f; + } + else + { + // try to move forward + MoveAlongFloor(MoveVelocity, timeTick, &StepDownResult); + + if ( IsFalling() ) + { + // pawn decided to jump up + const float DesiredDist = Delta.Size(); + if (DesiredDist > UE_KINDA_SMALL_NUMBER) + { + const float ActualDist = (UpdatedComponent->GetComponentLocation() - OldLocation).Size2D(); + remainingTime += timeTick * (1.f - FMath::Min(1.f,ActualDist/DesiredDist)); + } + StartNewPhysics(remainingTime,Iterations); + return; + } + else if ( IsSwimming() ) //just entered water + { + StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations); + return; + } + } + + // Update floor. + // StepUp might have already done it for us. + if (StepDownResult.bComputedFloor) + { + CurrentFloor = StepDownResult.FloorResult; + } + else + { + FindFloor(UpdatedComponent->GetComponentLocation(), CurrentFloor, bZeroDelta, NULL); + } + + // check for ledges here + const bool bCheckLedges = !CanWalkOffLedges(); + if ( bCheckLedges && !CurrentFloor.IsWalkableFloor() ) + { + // calculate possible alternate movement + const FVector GravDir = FVector(0.f,0.f,-1.f); + const FVector NewDelta = bTriedLedgeMove ? FVector::ZeroVector : GetLedgeMove(OldLocation, Delta, GravDir); + if ( !NewDelta.IsZero() ) + { + // first revert this move + RevertMove(OldLocation, OldBase, PreviousBaseLocation, OldFloor, false); + + // avoid repeated ledge moves if the first one fails + bTriedLedgeMove = true; + + // Try new movement direction + Velocity = NewDelta/timeTick; + remainingTime += timeTick; + continue; + } + else + { + // see if it is OK to jump + // @todo collision : only thing that can be problem is that oldbase has world collision on + bool bMustJump = bZeroDelta || (OldBase == NULL || (!OldBase->IsQueryCollisionEnabled() && MovementBaseUtility::IsDynamicBase(OldBase))); + if ( (bMustJump || !bCheckedFall) && CheckFall(OldFloor, CurrentFloor.HitResult, Delta, OldLocation, remainingTime, timeTick, Iterations, bMustJump) ) + { + return; + } + bCheckedFall = true; + + // revert this move + RevertMove(OldLocation, OldBase, PreviousBaseLocation, OldFloor, true); + remainingTime = 0.f; + break; + } + } + else + { + // Validate the floor check + if (CurrentFloor.IsWalkableFloor()) + { + if (ShouldCatchAir(OldFloor, CurrentFloor)) + { + HandleWalkingOffLedge(OldFloor.HitResult.ImpactNormal, OldFloor.HitResult.Normal, OldLocation, timeTick); + if (IsMovingOnGround()) + { + // If still walking, then fall. If not, assume the user set a different mode they want to keep. + StartFalling(Iterations, remainingTime, timeTick, Delta, OldLocation); + } + return; + } + + AdjustFloorHeight(); + SetBase(CurrentFloor.HitResult.Component.Get(), CurrentFloor.HitResult.BoneName); + } + else if (CurrentFloor.HitResult.bStartPenetrating && remainingTime <= 0.f) + { + // The floor check failed because it started in penetration + // We do not want to try to move downward because the downward sweep failed, rather we'd like to try to pop out of the floor. + FHitResult Hit(CurrentFloor.HitResult); + Hit.TraceEnd = Hit.TraceStart + CharacterUpDirection * MAX_FLOOR_DIST; + const FVector RequestedAdjustment = GetPenetrationAdjustment(Hit); + ResolvePenetration(RequestedAdjustment, Hit, UpdatedComponent->GetComponentQuat()); + bForceNextFloorCheck = true; + } + + // check if just entered water + if ( IsSwimming() ) + { + StartSwimming(OldLocation, Velocity, timeTick, remainingTime, Iterations); + return; + } + + // See if we need to start falling. + if (!CurrentFloor.IsWalkableFloor() && !CurrentFloor.HitResult.bStartPenetrating) + { + const bool bMustJump = bJustTeleported || bZeroDelta || (OldBase == NULL || (!OldBase->IsQueryCollisionEnabled() && MovementBaseUtility::IsDynamicBase(OldBase))); + if ((bMustJump || !bCheckedFall) && CheckFall(OldFloor, CurrentFloor.HitResult, Delta, OldLocation, remainingTime, timeTick, Iterations, bMustJump) ) + { + return; + } + bCheckedFall = true; + } + } + + + // Allow overlap events and such to change physics state and velocity + if (IsMovingOnGround()) + { + // Make velocity reflect actual move + if( !bJustTeleported && !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity() && timeTick >= MIN_TICK_TIME) + { + // TODO-RootMotionSource: Allow this to happen during partial override Velocity, but only set allowed axes? + Velocity = (UpdatedComponent->GetComponentLocation() - OldLocation) / timeTick; + MaintainHorizontalGroundVelocity(); + } + } + + // If we didn't move at all this iteration then abort (since future iterations will also be stuck). + if (UpdatedComponent->GetComponentLocation() == OldLocation) + { + remainingTime = 0.f; + break; + } + } + + if (IsMovingOnGround()) + { + MaintainHorizontalGroundVelocity(); + } +} + +void UGSCharacterMovementComponent::MoveAlongFloor(const FVector& InVelocity, float DeltaSeconds, + FStepDownResult* OutStepDownResult) +{ + if (!CurrentFloor.IsWalkableFloor()) + { + return; + } + + // Move along the current floor + FVector MovementAxis = CharacterUpDirection.Cross(FVector::ForwardVector).GetAbs(); + FString DebugAxisMsg = FString::Printf(TEXT("Movement Axis: %s"), *MovementAxis.ToString()); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Cyan, DebugAxisMsg); + const FVector Delta = (MovementAxis * InVelocity) * DeltaSeconds; + + FString DebugVelMsg = FString::Printf(TEXT("Move Along Floor Velocity: %s"), *(MovementAxis * InVelocity).ToString()); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Cyan, DebugVelMsg); + + FHitResult Hit(1.f); + FVector RampVector = ComputeGroundMovementDelta(Delta, CurrentFloor.HitResult, CurrentFloor.bLineTrace); + SafeMoveUpdatedComponent(RampVector, UpdatedComponent->GetComponentQuat(), true, Hit); + float LastMoveTimeSlice = DeltaSeconds; + + if (Hit.bStartPenetrating) + { + // Allow this hit to be used as an impact we can deflect off, otherwise we do nothing the rest of the update and appear to hitch. + HandleImpact(Hit); + SlideAlongSurface(Delta, 1.f, Hit.Normal, Hit, true); + + if (Hit.bStartPenetrating) + { + OnCharacterStuckInGeometry(&Hit); + } + } + else if (Hit.IsValidBlockingHit()) + { + // We impacted something (most likely another ramp, but possibly a barrier). + float PercentTimeApplied = Hit.Time; + if ((Hit.Time > 0.f) && (IsCharacterUpAlignedToWorldUp() ? Hit.Normal.Z: Hit.Normal.Y > UE_KINDA_SMALL_NUMBER) && IsWalkable(Hit)) + { + // Another walkable ramp. + const float InitialPercentRemaining = 1.f - PercentTimeApplied; + RampVector = ComputeGroundMovementDelta(Delta * InitialPercentRemaining, Hit, false); + LastMoveTimeSlice = InitialPercentRemaining * LastMoveTimeSlice; + SafeMoveUpdatedComponent(RampVector, UpdatedComponent->GetComponentQuat(), true, Hit); + + const float SecondHitPercent = Hit.Time * InitialPercentRemaining; + PercentTimeApplied = FMath::Clamp(PercentTimeApplied + SecondHitPercent, 0.f, 1.f); + } + + if (Hit.IsValidBlockingHit()) + { + if (CanStepUp(Hit) || (CharacterOwner->GetMovementBase() != nullptr && Hit.HitObjectHandle == CharacterOwner->GetMovementBase()->GetOwner())) + { + // hit a barrier, try to step up + const FVector PreStepUpLocation = UpdatedComponent->GetComponentLocation(); + const FVector GravDir = -CharacterUpDirection; + if (!StepUp(GravDir, Delta * (1.f - PercentTimeApplied), Hit, OutStepDownResult)) + { + //UE_LOG(LogCharacterMovement, Verbose, TEXT("- StepUp (ImpactNormal %s, Normal %s"), *Hit.ImpactNormal.ToString(), *Hit.Normal.ToString()); + HandleImpact(Hit, LastMoveTimeSlice, RampVector); + SlideAlongSurface(Delta, 1.f - PercentTimeApplied, Hit.Normal, Hit, true); + } + else + { + //UE_LOG(LogCharacterMovement, Verbose, TEXT("+ StepUp (ImpactNormal %s, Normal %s"), *Hit.ImpactNormal.ToString(), *Hit.Normal.ToString()); + if (!bMaintainHorizontalGroundVelocity) + { + // Don't recalculate velocity based on this height adjustment, if considering vertical adjustments. Only consider horizontal movement. + bJustTeleported = true; + const float StepUpTimeSlice = (1.f - PercentTimeApplied) * DeltaSeconds; + if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity() && StepUpTimeSlice >= UE_KINDA_SMALL_NUMBER) + { + Velocity = (UpdatedComponent->GetComponentLocation() - PreStepUpLocation) / StepUpTimeSlice; + if(IsCharacterUpAlignedToWorldUp()) + { + Velocity.Z = 0; + } + else + { + Velocity.Y = 0; + } + } + } + } + } + else if ( Hit.Component.IsValid() && !Hit.Component.Get()->CanCharacterStepUp(CharacterOwner) ) + { + HandleImpact(Hit, LastMoveTimeSlice, RampVector); + SlideAlongSurface(Delta, 1.f - PercentTimeApplied, Hit.Normal, Hit, true); + } + } + } +} + +FVector UGSCharacterMovementComponent::ComputeGroundMovementDelta(const FVector& Delta, const FHitResult& RampHit, + const bool bHitFromLineTrace) const +{ + /* + const FVector FloorNormal = RampHit.ImpactNormal; + const FVector ContactNormal = RampHit.Normal; + + if (FloorNormal.Z < (1.f - UE_KINDA_SMALL_NUMBER) && FloorNormal.Z > UE_KINDA_SMALL_NUMBER && ContactNormal.Z > UE_KINDA_SMALL_NUMBER && !bHitFromLineTrace && IsWalkable(RampHit)) + { + // Compute a vector that moves parallel to the surface, by projecting the horizontal movement direction onto the ramp. + const float FloorDotDelta = (FloorNormal | Delta); + FVector RampMovement(Delta.X, Delta.Y, -FloorDotDelta / FloorNormal.Z); + + if (bMaintainHorizontalGroundVelocity) + { + return RampMovement; + } + else + { + return RampMovement.GetSafeNormal() * Delta.Size(); + } + } + + */ + + return Delta; +} + + +void UGSCharacterMovementComponent::MaintainHorizontalGroundVelocity() +{ + if (IsCharacterUpAlignedToWorldUp()) + { + if(Velocity.Z != 0.f) + { + if (bMaintainHorizontalGroundVelocity) + { + // Ramp movement already maintained the velocity, so we just want to remove the vertical component. + Velocity.Z = 0.f; + } + else + { + // Rescale velocity to be horizontal but maintain magnitude of last update. + Velocity = Velocity.GetSafeNormal2D() * Velocity.Size(); + } + } + } + else + { + if(Velocity.Y != 0.f) + { + if (bMaintainHorizontalGroundVelocity) + { + // Ramp movement already maintained the velocity, so we just want to remove the vertical component. + Velocity.Y = 0.f; + } + else + { + FVector NewVelocity = Velocity.GetSafeNormal(); + Velocity = FVector(0.0f, NewVelocity.Y, NewVelocity.Z) * Velocity.Size(); + } + } + } +} + + +float UGSCharacterMovementComponent::SlideAlongSurface(const FVector& Delta, float Time, const FVector& InNormal, + FHitResult& Hit, bool bHandleImpact) +{ + if (!Hit.bBlockingHit) + { + return 0.f; + } + + bool IsUp = IsCharacterUpAlignedToWorldUp(); + + FVector Normal(InNormal); + float ZComp = Normal.Dot(CharacterUpDirection); + if (IsMovingOnGround()) + { + // We don't want to be pushed up an unwalkable surface. + if (ZComp > 0.f) + { + if (!IsWalkable(Hit)) + { + FVector NewNormal = Normal.GetSafeNormal(); + Normal = IsUp ? FVector(NewNormal.X, NewNormal.Y, 0.0f) : FVector(0.0f, NewNormal.Y, NewNormal.Z); + } + } + else if (ZComp < -UE_KINDA_SMALL_NUMBER) + { + // Don't push down into the floor when the impact is on the upper portion of the capsule. + if (CurrentFloor.FloorDist < MIN_FLOOR_DIST && CurrentFloor.bBlockingHit) + { + const FVector FloorNormal = CurrentFloor.HitResult.Normal; + float FloorZComp = FloorNormal.Dot(CharacterUpDirection); + const bool bFloorOpposedToMovement = (Delta | FloorNormal) < 0.f && (FloorZComp < 1.f - UE_DELTA); + if (bFloorOpposedToMovement) + { + Normal = FloorNormal; + } + + FVector NewNormal = Normal.GetSafeNormal(); + Normal = IsUp ? FVector(NewNormal.X, NewNormal.Y, 0.0f) : FVector(0.0f, NewNormal.Y, NewNormal.Z); + } + } + } + + return Super::SlideAlongSurface(Delta, Time, Normal, Hit, bHandleImpact); +} + +void UGSCharacterMovementComponent::AdjustFloorHeight() +{ + bool IsUp = IsCharacterUpAlignedToWorldUp(); + + // If we have a floor check that hasn't hit anything, don't adjust height. + if (!CurrentFloor.IsWalkableFloor()) + { + return; + } + + float OldFloorDist = CurrentFloor.FloorDist; + if (CurrentFloor.bLineTrace) + { + // This would cause us to scale unwalkable walls + if (OldFloorDist < MIN_FLOOR_DIST && CurrentFloor.LineDist >= MIN_FLOOR_DIST) + { + return; + } + else + { + // Falling back to a line trace means the sweep was unwalkable (or in penetration). Use the line distance for the vertical adjustment. + OldFloorDist = CurrentFloor.LineDist; + } + } + + // Move up or down to maintain floor height. + if (OldFloorDist < MIN_FLOOR_DIST || OldFloorDist > MAX_FLOOR_DIST) + { + FHitResult AdjustHit(1.f); + const float InitialZ = IsUp ? UpdatedComponent->GetComponentLocation().Z : UpdatedComponent->GetComponentLocation().Y; + const float AvgFloorDist = (MIN_FLOOR_DIST + MAX_FLOOR_DIST) * 0.5f; + const float MoveDist = AvgFloorDist - OldFloorDist; + SafeMoveUpdatedComponent(CharacterUpDirection * MoveDist, UpdatedComponent->GetComponentQuat(), true, AdjustHit ); + + if (!AdjustHit.IsValidBlockingHit()) + { + CurrentFloor.FloorDist += MoveDist; + } + else if (MoveDist > 0.f) + { + const float CurrentZ = IsUp ? UpdatedComponent->GetComponentLocation().Z : UpdatedComponent->GetComponentLocation().Y; + CurrentFloor.FloorDist += CurrentZ - InitialZ; + } + else + { + checkSlow(MoveDist < 0.f); + const float CurrentZ = IsUp ? UpdatedComponent->GetComponentLocation().Z : UpdatedComponent->GetComponentLocation().Y; + CurrentFloor.FloorDist = CurrentZ - IsUp ? AdjustHit.Location.Z : AdjustHit.Location.Y; + if (IsWalkable(AdjustHit)) + { + CurrentFloor.SetFromSweep(AdjustHit, CurrentFloor.FloorDist, true); + } + } + + // Don't recalculate velocity based on this height adjustment, if considering vertical adjustments. + // Also avoid it if we moved out of penetration + bJustTeleported |= !bMaintainHorizontalGroundVelocity || (OldFloorDist < 0.f); + + // If something caused us to adjust our height (especially a depentration) we should ensure another check next frame or we will keep a stale result. + if (CharacterOwner && CharacterOwner->GetLocalRole() != ROLE_SimulatedProxy) + { + bForceNextFloorCheck = true; + } + } +} diff --git a/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.h b/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.h new file mode 100644 index 0000000..1462605 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Character/GSCharacterMovementComponent.h @@ -0,0 +1,71 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +// UE includes +#include "CoreMinimal.h" +#include "GameFramework/CharacterMovementComponent.h" + +#include "GSCharacterMovementComponent.generated.h" + +/** + * Subclass of CharacterMovementComponent which allows for a custom gravity direction to be applied to the character while falling + */ +UCLASS() +class GRAVITYSTOMPGAME_API UGSCharacterMovementComponent : public UCharacterMovementComponent +{ + GENERATED_BODY() + +public: + UGSCharacterMovementComponent(); + + UFUNCTION(BlueprintPure) + FORCEINLINE FVector GetCharacterUpDirection() const { return CharacterUpDirection; } + + UFUNCTION(BlueprintCallable) + void SetCharacterUpDirection(FVector NewUpDirection); + + UFUNCTION(BlueprintPure) + float GetRollFromCharacterUpDir(const FVector& UpDir) const; + + UFUNCTION(BlueprintPure) + FORCEINLINE bool IsCharacterUpAlignedToWorldUp() const { return FMath::Abs(CharacterUpDirection.Dot(FVector::UpVector)) > UE_KINDA_SMALL_NUMBER; } + + // UCharacterMovementComponent interface + + virtual FVector ConstrainInputAcceleration(const FVector& InputAcceleration) const override; + + virtual void OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override; + + virtual void PhysicsRotation(float DeltaTime) override; + + // walking + virtual void PhysWalking(float deltaTime, int32 Iterations) override; + + virtual void MoveAlongFloor(const FVector& InVelocity, float DeltaSeconds, FStepDownResult* OutStepDownResult) override; + + virtual FVector ComputeGroundMovementDelta(const FVector& Delta, const FHitResult& RampHit, const bool bHitFromLineTrace) const override; + + virtual void MaintainHorizontalGroundVelocity() override; + + virtual float SlideAlongSurface(const FVector& Delta, float Time, const FVector& InNormal, FHitResult& Hit, bool bHandleImpact) override; + + virtual void AdjustFloorHeight() override; + + // falling + virtual void PhysFalling(float deltaTime, int32 Iterations) override; + + virtual FVector GetFallingLateralAcceleration(float DeltaTime) override; + + virtual void ComputeFloorDist(const FVector& CapsuleLocation, float LineDistance, float SweepDistance, FFindFloorResult& OutFloorResult, float SweepRadius, const FHitResult* DownwardSweepResult) const override; + + virtual bool IsValidLandingSpot(const FVector& CapsuleLocation, const FHitResult& Hit) const override; + + virtual bool IsWalkable(const FHitResult& Hit) const override; + + virtual bool FloorSweepTest(FHitResult& OutHit, const FVector& Start, const FVector& End, ECollisionChannel TraceChannel, const FCollisionShape& CollisionShape, const FCollisionQueryParams& Params, const FCollisionResponseParams& ResponseParam) const override; + // End UCharacterMovementComponent interface + +private: + FVector CharacterUpDirection = FVector::UpVector; +}; diff --git a/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.cpp b/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.cpp new file mode 100644 index 0000000..7e9513b --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.cpp @@ -0,0 +1,311 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "GSGameModeBase.h" + +// GS includes +#include "EngineUtils.h" +#include "GSGameState.h" +#include "Player/GSPlayerController.h" +#include "Player/GSPlayerState.h" + +AGSGameModeBase::AGSGameModeBase() +{ + ScoreLimit = 25; + MaxNumTeams = 2; + TimeBetweenRounds = 20.0f; + RoundTime = 600.0f; + WarmupTime = 15.0f; + bDelayedStart = true; + + PlayerControllerClass = AGSPlayerController::StaticClass(); + PlayerStateClass = AGSPlayerState::StaticClass(); + GameStateClass = AGSGameState::StaticClass(); + + MinRespawnDelay = 5.0f; +} + + +void AGSGameModeBase::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + // Setup timer for match tick + GetWorldTimerManager().SetTimer(TimerHandle_DefaultTimer, this, &AGSGameModeBase::DefaultTimer, GetWorldSettings()->GetEffectiveTimeDilation(), true); +} + + +void AGSGameModeBase::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) +{ + Super::InitGame(MapName, Options, ErrorMessage); + + bUseSeamlessTravel = !GetWorld()->IsPlayInEditor(); +} + + +void AGSGameModeBase::InitGameState() +{ + Super::InitGameState(); + + AGSGameState* GS = GetGameState(); + check(GS) + GS->SetNumTeams(MaxNumTeams); +} + + +void AGSGameModeBase::PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, + FString& ErrorMessage) +{ + // reject player is match has ended + AGSGameState* GS = GetGameState(); + bool bMatchEnded = GS && GS->HasMatchEnded(); + if(bMatchEnded) + { + ErrorMessage = TEXT("Can't join a match that has ended."); + } + else + { + Super::PreLogin(Options, Address, UniqueId, ErrorMessage); + } +} + + +void AGSGameModeBase::PostLogin(APlayerController* NewPlayer) +{ + Super::PostLogin(NewPlayer); + + PickTeam(NewPlayer->GetPlayerState()); + + AGSPlayerController* PC = Cast(NewPlayer); + + if(PC && IsMatchInProgress()) + { + PC->Client_GameStarted(); + } +} + + +void AGSGameModeBase::RestartPlayer(AController* NewPlayer) +{ + Super::RestartPlayer(NewPlayer); + + // inform player controller that game has started using client RPC + AGSPlayerController* PC = Cast(NewPlayer); + if(PC && IsMatchInProgress()) + { + PC->Client_GameStarted(); + } +} + +bool AGSGameModeBase::ShouldSpawnAtStartSpot(AController* Player) +{ + return false; +} + +bool AGSGameModeBase::CanDamagePlayer(AGSPlayerController* Damager, AGSPlayerController* Victim) +{ + AGSPlayerState* DamagerPS = Damager ? Damager->GetPlayerState() : nullptr; + AGSPlayerState* VictimPS = Victim ? Victim->GetPlayerState() : nullptr; + + // can damage if both instigator and victim are valid and are on different teams + return DamagerPS && VictimPS && (DamagerPS->GetTeamNum() != VictimPS->GetTeamNum()); +} + + +void AGSGameModeBase::PickTeam(AGSPlayerState* PlayerState) +{ + PlayerState->SetTeamNum(PlayerState->GetPlayerController()->GetLocalPlayer()->GetControllerId()); +} + + +void AGSGameModeBase::OnPlayerKilled(AGSPlayerController* Killer, AGSPlayerController* Victim) +{ + // Only keep track of kills in an active round + if(MatchState != MatchState::InProgress) + { + return; + } + + AGSPlayerState* KillerPS = Killer ? Killer->GetPlayerState() : nullptr; + AGSPlayerState* VictimPS = Victim ? Victim->GetPlayerState() : nullptr; + + if(KillerPS && VictimPS) + { + // keep track of player's K/D + KillerPS->IncrementNumKills(); + Killer->Client_OnKill(KillerPS, VictimPS); + + VictimPS->IncrementNumDeaths(); + + // inform all players of the death + for(FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It) + { + AGSPlayerController* PC = Cast(*It); + if(PC) + { + PC->Client_OnDeath(KillerPS, VictimPS); + } + } + + // give killer's team a point and check if score limit is reached + AGSGameState* GS = GetGameState(); + check(GS); + int32 NewScore = GS->GiveTeamPoint(KillerPS->GetTeamNum()); + if(NewScore >= ScoreLimit) + { + FinishMatch(); + } + } +} + + +void AGSGameModeBase::DefaultTimer() +{ + AGSGameState* GS = GetGameState(); + if(GS && GS->GetRemainingTime() > 0) + { + GS->SetRemainingTime(GS->GetRemainingTime() - 1); + if(GS->GetRemainingTime() <= 0) + { + if (GetMatchState() == MatchState::InProgress) + { + FinishMatch(); + } + else if (GetMatchState() == MatchState::WaitingToStart) + { + StartMatch(); + } + } + } +} + + +void AGSGameModeBase::FinishMatch() +{ + if(IsMatchInProgress()) + { + EndMatch(); + + // determine match winner + AGSGameState* GS = GetGameState(); + check(GS); + int32 WinningTeamIdx = GS->GetWinningTeam(); + + // notify players that game has ended and notify winning players that they won + for(FConstPlayerControllerIterator PCIt = GetWorld()->GetPlayerControllerIterator(); PCIt; ++PCIt) + { + // notify player if they won + APlayerController* PC = PCIt->Get(); + PC->GameHasEnded(nullptr, PC->GetPlayerState()->GetTeamNum() == WinningTeamIdx); + } + + // turn off all pawns + for (APawn* Pawn : TActorRange(GetWorld())) + { + Pawn->TurnOff(); + } + + GetWorldTimerManager().ClearTimer(TimerHandle_DefaultTimer); + GS->ResetTeamScores(); + + OnMatchFinished(WinningTeamIdx); + } +} + +void AGSGameModeBase::OnMatchRestartRequest() +{ + if(GetMatchState() == MatchState::WaitingPostMatch) + { + RestartGame(); + } +} + +void AGSGameModeBase::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) +{ + // If players should start as spectators, leave them in the spectator state + if (!bStartPlayersAsSpectators && !MustSpectate(NewPlayer)) + { + // If match is in progress, start the player + if ((GetMatchState() == MatchState::WaitingToStart || IsMatchInProgress()) && PlayerCanRestart(NewPlayer)) + { + RestartPlayer(NewPlayer); + } + // Check to see if we should start right away, avoids a one frame lag in single player games + else if (GetMatchState() == MatchState::WaitingToStart) + { + // Check to see if we should start the match + if (ReadyToStartMatch()) + { + StartMatch(); + } + } + } +} + + +void AGSGameModeBase::HandleMatchIsWaitingToStart() +{ + Super::HandleMatchIsWaitingToStart(); + + // setup warmup + AGSGameState* GS = GetGameState(); + if(GS && GS->GetRemainingTime() <= 0) + { + if(bDelayedStart) + { + GS->SetRemainingTime(WarmupTime); + } + } + + // notify players warmup period has started + for(FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It) + { + AGSPlayerController* PC = Cast(*It); + if(PC) + { + RestartPlayer(PC); + PC->Client_WarmupStarted(); + } + } +} + + +void AGSGameModeBase::HandleMatchHasStarted() +{ + Super::HandleMatchHasStarted(); + + // setup in progress match + AGSGameState* GS = GetGameState(); + if(GS && GS->GetRemainingTime() <= 0) + { + GS->SetRemainingTime(RoundTime); + } + + // notify players match has started + for(FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It) + { + AGSPlayerController* PC = Cast(*It); + if(PC) + { + PC->Client_GameStarted(); + } + } +} + + +void AGSGameModeBase::RestartGame() +{ + // Setup timer for match tick + GetWorldTimerManager().SetTimer(TimerHandle_DefaultTimer, this, &AGSGameModeBase::DefaultTimer, GetWorldSettings()->GetEffectiveTimeDilation(), true); + + // notify players game has restarted + for(FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It) + { + AGSPlayerController* PC = Cast(*It); + if(PC) + { + PC->Client_GameRestarted(); + } + } + + Super::RestartGame(); +} \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.h b/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.h new file mode 100644 index 0000000..e4e6303 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GameModes/GSGameModeBase.h @@ -0,0 +1,138 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +// GS includes +#include "Player/GSPlayerController.h" +#include "Player/GSPlayerState.h" + +// UE includes +#include "CoreMinimal.h" +#include "GameFramework/GameMode.h" + +#include "GSGameModeBase.generated.h" + +/** + * Game mode for a team deathmatch/free for all game mode + */ +UCLASS(minimalapi) +class AGSGameModeBase : public AGameMode +{ + GENERATED_BODY() + +public: + AGSGameModeBase(); + + /** + * Sets up default timer + */ + virtual void PreInitializeComponents() override; + + /** + * Initialize the game. This is called before actors' PreInitializeComponents. + * + */ + virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override; + + /** + * Initialize the game state. Sets the number of teams based on this game mode's settings. + */ + virtual void InitGameState() override; + + /** + * Accept or reject a player attempting to join the server. Fails login if you set the ErrorMessage to a non-empty string. + */ + virtual void PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) override; + + /** + * Picks a player team and informs them to start if the match is in progress + */ + virtual void PostLogin(APlayerController* NewPlayer) override; + + /** + * Tries to spawn the player's pawn + */ + virtual void RestartPlayer(AController* NewPlayer) override; + + /** + * Choose a random spawn + */ + virtual bool ShouldSpawnAtStartSpot(AController* Player) override; + + /** + * Checks if one player can damage another. For example, players on the same team should not be able to damage one another. + */ + virtual bool CanDamagePlayer(AGSPlayerController* Damager, AGSPlayerController* Victim); + + /** + * Decides on a team for a player based on current player distribution + */ + virtual void PickTeam(AGSPlayerState* PlayerState); + + /** + * Handles updating score and informing appropriate clients when one player kills another + */ + UFUNCTION(BlueprintCallable) + virtual void OnPlayerKilled(AGSPlayerController* Killer, AGSPlayerController* Victim); + + /** + * Decides which team wins and then informs players the match has ended and if they won or not + */ + void FinishMatch(); + + UFUNCTION(BlueprintImplementableEvent) + void OnMatchFinished(int32 WinningTeamIdx); + + /** + * If the match is in the post match state calling this restarts the game + */ + UFUNCTION(BlueprintCallable) + virtual void OnMatchRestartRequest(); + + virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override; + + /** + * Sets up match warmup timer + */ + virtual void HandleMatchIsWaitingToStart() override; + + /** + * Sets up match round timer + */ + virtual void HandleMatchHasStarted() override; + + /** + * Notifies players + */ + virtual void RestartGame() override; + + /** + * Function that acts as the game mode "tick" and does match state transition logic + */ + virtual void DefaultTimer(); + +protected: + // Maximum number of teams allowed in this gamemode + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0)) + int32 MaxNumTeams; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0)) + int32 ScoreLimit; + + // time in between rounds, in seconds + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0)) + float TimeBetweenRounds; + + // duration of a round, in seconds + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0)) + float RoundTime; + + // duration of the pre-match/warmup period, in seconds + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0)) + float WarmupTime; + + FTimerHandle TimerHandle_DefaultTimer; +}; + + + diff --git a/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.cpp b/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.cpp new file mode 100644 index 0000000..8b29d71 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.cpp @@ -0,0 +1,96 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "GameModes/GSGameState.h" + +// UE includes +#include "Net/UnrealNetwork.h" + +void AGSGameState::SetNumTeams(int32 InNumTeams) +{ + NumTeams = InNumTeams; + + // Grow team score array if num teams is greater than current capacity + if(TeamScores.Num() < NumTeams) + { + TeamScores.AddZeroed(NumTeams - TeamScores.Num()); + } +} + + +int32 AGSGameState::GiveTeamPoint(int32 InTeamIdx) +{ + if(InTeamIdx < 0 || InTeamIdx >= TeamScores.Num()) + { + UE_LOG(LogTemp, Error, TEXT("Tried to give team %d a point but the team index is out of range"), InTeamIdx); + return -1; + } + + TeamScores[InTeamIdx]++; + OnTeamScoresUpdated.Broadcast(TeamScores); + return TeamScores[InTeamIdx]; +} + + +void AGSGameState::ResetTeamScores() +{ + for(int32 TeamIdx = 0; TeamIdx < TeamScores.Num(); TeamIdx++)\ + { + TeamScores[TeamIdx] = 0; + } + + OnTeamScoresUpdated.Broadcast(TeamScores); +} + + +int32 AGSGameState::GetWinningTeam() +{ + int32 WinningTeamIdx = 0; + int32 WinningTeamScore = 0; + for(int32 TeamIdx = 0; TeamIdx < TeamScores.Num(); TeamIdx++)\ + { + if(TeamScores[TeamIdx] > WinningTeamScore) + { + WinningTeamIdx = TeamIdx; + WinningTeamScore = TeamScores[TeamIdx]; + } + } + + return WinningTeamIdx; +} + + +void AGSGameState::SetRemainingTime(float InRemainingTime) +{ + RemainingTime = InRemainingTime; + + OnRemainingTimeUpdated.Broadcast(RemainingTime); +} + +void AGSGameState::OnRep_MatchState() +{ + Super::OnRep_MatchState(); + + OnMatchStateUpdated.Broadcast(GetMatchState()); +} + + +void AGSGameState::OnRep_TeamScores() +{ + OnTeamScoresUpdated.Broadcast(TeamScores); +} + + +void AGSGameState::OnRep_RemainingTime() +{ + OnRemainingTimeUpdated.Broadcast(RemainingTime); +} + + +void AGSGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(AGSGameState, NumTeams); + DOREPLIFETIME(AGSGameState, TeamScores); + DOREPLIFETIME(AGSGameState, RemainingTime); +} \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.h b/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.h new file mode 100644 index 0000000..48c575c --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GameModes/GSGameState.h @@ -0,0 +1,73 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +// UE includes +#include "CoreMinimal.h" +#include "GameFramework/GameState.h" + +#include "GSGameState.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTeamScoresUpdatedSignature, const TArray&, TeamScores); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRemainingTimeUpdatedDelegate, float, RemainingTime); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMatchStateUpdatedSignature, FName, MatchState); + +/** + * Game state for a team deathmatch/free for all game mode + */ +UCLASS() +class GRAVITYSTOMPGAME_API AGSGameState : public AGameState +{ + GENERATED_BODY() + +public: + void SetNumTeams(int32 InNumTeams); + + FORCEINLINE int32 GetNumTeams() { return NumTeams; } + + /** + * Gives team of the supplied team index a point. Returns the new score for that team. + */ + int32 GiveTeamPoint(int32 InTeamIdx); + + void ResetTeamScores(); + + int32 GetWinningTeam(); + + FORCEINLINE float GetRemainingTime() { return RemainingTime; } + + void SetRemainingTime(float InRemainingTime); + + // Begin AGameState interface + virtual void OnRep_MatchState() override; + // End AGameState interface + +protected: + // number of teams currently in the game + UPROPERTY(Replicated, BlueprintReadOnly) + int32 NumTeams; + + // array of team scores, index by the team number + UPROPERTY(ReplicatedUsing=OnRep_TeamScores, BlueprintReadOnly) + TArray TeamScores; + + // time remaining for the current match state (i.e. warmup, the round itself, post round) + UPROPERTY(ReplicatedUsing=OnRep_RemainingTime, BlueprintReadOnly) + float RemainingTime; + + /** Triggered when this weapon is fired. */ + UPROPERTY(BlueprintAssignable, Category="Events") + FTeamScoresUpdatedSignature OnTeamScoresUpdated; + + UPROPERTY(BlueprintAssignable, Category="Events") + FRemainingTimeUpdatedDelegate OnRemainingTimeUpdated; + + UPROPERTY(BlueprintAssignable, Category="Events") + FMatchStateUpdatedSignature OnMatchStateUpdated; + + UFUNCTION() + void OnRep_TeamScores(); + + UFUNCTION() + void OnRep_RemainingTime(); +}; diff --git a/GravityStomp/Source/GravityStompGame/GravityStompGame.Build.cs b/GravityStomp/Source/GravityStompGame/GravityStompGame.Build.cs new file mode 100644 index 0000000..2152723 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GravityStompGame.Build.cs @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GravityStompGame : ModuleRules +{ + public GravityStompGame(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] + { + "GravityStompGame" + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "InputCore", + "EnhancedInput", + } + ); + } +} diff --git a/GravityStomp/Source/GravityStompGame/GravityStompGame.cpp b/GravityStomp/Source/GravityStompGame/GravityStompGame.cpp new file mode 100644 index 0000000..90e0757 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GravityStompGame.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GravityStompGame.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, GravityStompGame, "GravityStompGame" ); + \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame/GravityStompGame.h b/GravityStomp/Source/GravityStompGame/GravityStompGame.h new file mode 100644 index 0000000..d405ddc --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/GravityStompGame.h @@ -0,0 +1,5 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" diff --git a/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.cpp b/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.cpp new file mode 100644 index 0000000..a7a627f --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.cpp @@ -0,0 +1,80 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "Player/GSPlayerController.h" + +// GS includes +#include "GSPlayerState.h" + +void AGSPlayerController::Client_GameStarted_Implementation() +{ + SetIgnoreMoveInput(false); + + // enable all actions on pawn + OnGameStarted(); +} + + +void AGSPlayerController::Client_OnKill_Implementation(AGSPlayerState* KillerPlayerState, + AGSPlayerState* VictimPlayerState) +{ + OnKill(KillerPlayerState, VictimPlayerState); +} + + +void AGSPlayerController::Client_OnDeath_Implementation(AGSPlayerState* KillerPlayerState, + AGSPlayerState* VictimPlayerState) +{ + OnDeath(KillerPlayerState, VictimPlayerState); +} + + +void AGSPlayerController::Client_WarmupStarted_Implementation() +{ + // wait for server to tell us we can move + SetIgnoreMoveInput(true); + + OnWarmupStarted(); +} + +void AGSPlayerController::Client_GameRestarted_Implementation() +{ + OnGameRestarted(); +} + +void AGSPlayerController::GameHasEnded(AActor* EndGameFocus, bool bIsWinner) +{ + // don't set a view target + ClientGameEnded(EndGameFocus, bIsWinner); +} + +void AGSPlayerController::ClientGameEnded_Implementation(AActor* EndGameFocus, bool bIsWinner) +{ + SetIgnoreMoveInput(true); + + APawn* MyPawn = GetPawn(); + if(MyPawn) // pawn may be null if we died and then the round ended + { + // disable all actions on character + MyPawn->TurnOff(); + } + + OnGameEnded(bIsWinner); +} + + +void AGSPlayerController::UnFreeze() +{ + Super::UnFreeze(); + + ServerRestartPlayer(); +} + + +void AGSPlayerController::AcknowledgePossession(APawn* P) +{ + GetPlayerState()->UpdateTeamColor(); + + OnAcknowledgePossession(); + + Super::AcknowledgePossession(P); +} \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.h b/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.h new file mode 100644 index 0000000..e1d69cb --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Player/GSPlayerController.h @@ -0,0 +1,104 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +// UE includes +#include "CoreMinimal.h" +#include "GameFramework/PlayerController.h" + +#include "GSPlayerController.generated.h" + +/** + * Player controller for a team deathmatch/free for all game mode + */ +UCLASS() +class GRAVITYSTOMPGAME_API AGSPlayerController : public APlayerController +{ + GENERATED_BODY() + +public: + /** + * Notify player that a game has started + */ + UFUNCTION(Reliable, Client) + void Client_GameStarted(); + + /** + * Notify player when the warmup period has started + */ + UFUNCTION(Reliable, Client) + void Client_WarmupStarted(); + + UFUNCTION(BlueprintImplementableEvent, Category="Events") + void OnWarmupStarted(); + + /** + * Notify a player that a game has started + */ + UFUNCTION(BlueprintImplementableEvent, Category="Events") + void OnGameStarted(); + + UFUNCTION(BlueprintImplementableEvent) + void OnAcknowledgePossession(); + + UFUNCTION(BlueprintImplementableEvent) + void OnPawnInitialized(); + + /** + * RPC when this player kills someone + */ + UFUNCTION(Reliable, Client) + void Client_OnKill(AGSPlayerState* KillerPlayerState, AGSPlayerState* VictimPlayerState); + + /** + * Blueprint event when the OnKill RPC is called + */ + UFUNCTION(BlueprintImplementableEvent, Category="Events") + void OnKill(AGSPlayerState* KillerPlayerState, AGSPlayerState* VictimPlayerState); + + /** + * RPC when a death occurs so the player can update their UI + */ + UFUNCTION(Reliable, Client) + void Client_OnDeath(AGSPlayerState* KillerPlayerState, AGSPlayerState* VictimPlayerState); + + /** + * Blueprint event when the OnDeath RPC is called + */ + UFUNCTION(BlueprintImplementableEvent, Category="Events") + void OnDeath(AGSPlayerState* KillerPlayerState, AGSPlayerState* VictimPlayerState); + + /** + * Blueprint event when the game ended RPC is called + */ + UFUNCTION(BlueprintImplementableEvent, Category="Events") + void OnGameEnded(bool bIsWinner); + + UFUNCTION(Reliable, Client) + void Client_GameRestarted(); + + UFUNCTION(BlueprintImplementableEvent) + void OnGameRestarted(); + + // APlayerController interface + /** + * Override so no view target is set + */ + virtual void GameHasEnded(AActor* EndGameFocus, bool bIsWinner) override; + + /** + * Does character cleanup when the game ends + */ + virtual void ClientGameEnded_Implementation(AActor* EndGameFocus, bool bIsWinner) override; + + /** + * Request respawn from server when we are allowed + */ + virtual void UnFreeze() override; + + /** + * Calls OnAcknowledgePossession so the UI can bind itself to events like health updates + */ + virtual void AcknowledgePossession(APawn* P) override; + // End APlayerController interface +}; diff --git a/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.cpp b/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.cpp new file mode 100644 index 0000000..b8585de --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.cpp @@ -0,0 +1,102 @@ +// Gravity Stomp Copyright Kevin Poretti + +#include "Player/GSPlayerState.h" + +// GS includes +#include "Character/GSCharacter.h" + +// UE includes +#include "Kismet/GameplayStatics.h" +#include "Net/UnrealNetwork.h" + +AGSPlayerState::AGSPlayerState() +{ + TeamNum = 0; + NumKills = 0; + NumDeaths = 0; +} + + +void AGSPlayerState::SetTeamNum(int32 InTeamNum) +{ + TeamNum = InTeamNum; + UpdateTeamColor(); +} + + +void AGSPlayerState::UpdateTeamColor() +{ + AGSCharacter* Char = GetPawn(); + if(Char) + { + Char->ChangeTeamColor(false); + } + + /* + AGSPlayerState* LocalPS = GetWorld()->GetFirstPlayerController()->GetPlayerState(); + // if this player state belongs to us then we need to update all other characters + // rendering of team will essentially flip (all enemies are now rendered as friendly and vice versa) + if((GetPlayerController() && (GetNetMode() == ENetMode::NM_Client)) || ((GetPlayerController() == GetWorld()->GetFirstPlayerController()) && (GetNetMode() == ENetMode::NM_ListenServer))) + { + for(int32 PSIdx = 0; PSIdx < UGameplayStatics::GetNumPlayerStates(GetWorld()); ++PSIdx) + { + AGSPlayerState* CurrPS = Cast(UGameplayStatics::GetPlayerState(GetWorld(), PSIdx)); + if(CurrPS != LocalPS) // only update team colors for remote characters + { + AGSCharacter* CurrChar = CurrPS->GetPawn(); + if(CurrChar && CurrPS && LocalPS) + { + CurrChar->ChangeTeamColor(IsPlayerFriendly(CurrPS)); + } + } + } + } + else // this PS represents a remote player so we just need to switch how we are rendered to the local player + { + AGSCharacter* Char = GetPawn(); + if(Char && LocalPS) + { + + } + } + */ +} + + +void AGSPlayerState::OnRep_TeamNum() +{ + UE_LOG(LogTemp, Warning, TEXT("%s is on team %d"), *GetPlayerName(), TeamNum); + + UpdateTeamColor(); +} + + +bool AGSPlayerState::IsPlayerFriendly(const AGSPlayerState* PS) const +{ + return TeamNum == PS->GetTeamNum(); +} + + +void AGSPlayerState::Reset() +{ + NumKills = 0; + NumDeaths = 0; +} + + +void AGSPlayerState::ClientInitialize(AController* InController) +{ + Super::ClientInitialize(InController); + + UpdateTeamColor(); +} + + +void AGSPlayerState::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(AGSPlayerState, NumKills); + DOREPLIFETIME(AGSPlayerState, NumDeaths); + DOREPLIFETIME(AGSPlayerState, TeamNum); +} \ No newline at end of file diff --git a/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.h b/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.h new file mode 100644 index 0000000..aa63eb0 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/Player/GSPlayerState.h @@ -0,0 +1,73 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +// UE includes +#include "CoreMinimal.h" +#include "GameFramework/PlayerState.h" + +#include "GSPlayerState.generated.h" + +/** + * Player state for a team deathmatch/free for all game mode + */ +UCLASS() +class GRAVITYSTOMPGAME_API AGSPlayerState : public APlayerState +{ + GENERATED_BODY() + +public: + AGSPlayerState(); + + UFUNCTION(BlueprintPure) + FORCEINLINE int32 GetTeamNum() const { return TeamNum; } + + void SetTeamNum(int32 InTeamNum); + + /** + * Changes how this player is rendered depending on their team number + */ + void UpdateTeamColor(); + + UFUNCTION(BlueprintPure) + FORCEINLINE int32 GetNumKills() const { return NumKills; } + + FORCEINLINE void SetNumKills(int32 InNumKills) { NumKills = InNumKills; } + + FORCEINLINE void IncrementNumKills() { NumKills++; } + + UFUNCTION(BlueprintPure) + FORCEINLINE int32 GetNumDeaths() const { return NumDeaths; } + + FORCEINLINE void SetNumDeaths(int32 InNumDeaths) { NumDeaths = InNumDeaths; } + + FORCEINLINE void IncrementNumDeaths() { NumDeaths++; } + + UFUNCTION(BlueprintPure) + bool IsPlayerFriendly(const AGSPlayerState* PS) const; + + // Begin APlayerState interface + /** + * Clear kills and deaths + */ + virtual void Reset() override; + + /** + * Updates team color on init + */ + virtual void ClientInitialize(class AController* InController) override; + // End APlayerState interface + +protected: + UPROPERTY(Replicated) + int32 NumKills; + + UPROPERTY(Replicated) + int32 NumDeaths; + + UPROPERTY(ReplicatedUsing=OnRep_TeamNum) + int32 TeamNum; + + UFUNCTION() + void OnRep_TeamNum(); +}; diff --git a/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.cpp b/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.cpp new file mode 100644 index 0000000..d94f639 --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.cpp @@ -0,0 +1,10 @@ +// Gravity Stomp Copyright Kevin Poretti + + +#include "World/GSWorldSettings.h" + +AGSWorldSettings::AGSWorldSettings() +{ + StageBounds.Min = FVector2D(-2000.0f, 0.0f); + StageBounds.Max = FVector2D(2000.0f, 2250.0f); +} diff --git a/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.h b/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.h new file mode 100644 index 0000000..a4436aa --- /dev/null +++ b/GravityStomp/Source/GravityStompGame/World/GSWorldSettings.h @@ -0,0 +1,22 @@ +// Gravity Stomp Copyright Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/WorldSettings.h" +#include "GSWorldSettings.generated.h" + +/** + * + */ +UCLASS() +class GRAVITYSTOMPGAME_API AGSWorldSettings : public AWorldSettings +{ + GENERATED_BODY() + +public: + AGSWorldSettings(); + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Gravity Stomp Settings") + FBox2D StageBounds; +};