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+[InternetShortcut]
+URL=https://kenney.nl/documentation/game-assets/model-kits
+IDList=
+HotKey=0
+[{000214A0-0000-0000-C000-000000000046}]
+Prop3=19,11
diff --git a/Assets/Level/City/FBX/kenney_citykitcommercial/Kenney.url b/Assets/Level/City/FBX/kenney_citykitcommercial/Kenney.url
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+URL=http://www.kenney.nl/
\ No newline at end of file
diff --git a/Assets/Level/City/FBX/kenney_citykitcommercial/License.txt b/Assets/Level/City/FBX/kenney_citykitcommercial/License.txt
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+
+
+ City Kit Commercial (1.2)
+
+ Created/distributed by Kenney (www.kenney.nl)
+ Creation date: 13-10-2021 13:06
+
+ ------------------------------
+
+ License: (Creative Commons Zero, CC0)
+ http://creativecommons.org/publicdomain/zero/1.0/
+
+ This content is free to use in personal, educational and commercial projects.
+ Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
+
+ ------------------------------
+
+ Donate: http://support.kenney.nl
+ Request: http://request.kenney.nl
+ Patreon: http://patreon.com/kenney/
+
+ Follow on Twitter for updates:
+ http://twitter.com/KenneyNL
\ No newline at end of file
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diff --git a/.gitignore b/GravityStomp/.gitignore
similarity index 100%
rename from .gitignore
rename to GravityStomp/.gitignore
diff --git a/GravityStomp/.vsconfig b/GravityStomp/.vsconfig
new file mode 100644
index 0000000..b9be525
--- /dev/null
+++ b/GravityStomp/.vsconfig
@@ -0,0 +1,17 @@
+{
+ "version": "1.0",
+ "components": [
+ "Microsoft.Net.Component.4.6.2.TargetingPack",
+ "Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64",
+ "Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64",
+ "Microsoft.VisualStudio.Component.VC.Tools.ARM64",
+ "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
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+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
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+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
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset
new file mode 100644
index 0000000..3fbbe60
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/Layers/ML_SoftMetal.uasset
@@ -0,0 +1,3 @@
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset
new file mode 100644
index 0000000..ab712a1
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_Body.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset
new file mode 100644
index 0000000..86a96e3
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Materials/M_MannequinUE4_ChestLogo.uasset
@@ -0,0 +1,3 @@
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset
new file mode 100644
index 0000000..f595931
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin.uasset
@@ -0,0 +1,3 @@
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset
new file mode 100644
index 0000000..063f935
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_PhysicsAsset.uasset
@@ -0,0 +1,3 @@
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset
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index 0000000..5ee88a5
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton.uasset
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diff --git a/GravityStomp/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset b/GravityStomp/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset
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index 0000000..80b681c
--- /dev/null
+++ b/GravityStomp/Content/Characters/Mannequin_UE4/Rigs/IK_UE4_Mannequin.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 2015
diff --git a/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/B/AN/0Z4D0BFPHEXAYK76DY0WLL.uasset b/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/B/AN/0Z4D0BFPHEXAYK76DY0WLL.uasset
new file mode 100644
index 0000000..f51dfcc
--- /dev/null
+++ b/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/B/AN/0Z4D0BFPHEXAYK76DY0WLL.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:cf3a8b0b3a498efe6e49e4c5dae12833aefdd9bf87663ee35f6a210e847588b1
+size 2009
diff --git a/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/D/13/KQB15WT334LUGWVAUX80XH.uasset b/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/D/13/KQB15WT334LUGWVAUX80XH.uasset
new file mode 100644
index 0000000..790c306
--- /dev/null
+++ b/GravityStomp/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/D/13/KQB15WT334LUGWVAUX80XH.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:d98ab61e02eafe51722506d3a0382ad21976f47e2290f539607fb3ba9d71038d
+size 2011
diff --git a/GravityStomp/GravityStomp.uproject b/GravityStomp/GravityStomp.uproject
new file mode 100644
index 0000000..9475c23
--- /dev/null
+++ b/GravityStomp/GravityStomp.uproject
@@ -0,0 +1,33 @@
+{
+ "FileVersion": 3,
+ "EngineAssociation": "5.1",
+ "Category": "",
+ "Description": "",
+ "Modules": [
+ {
+ "Name": "GravityStompGame",
+ "Type": "Runtime",
+ "LoadingPhase": "Default",
+ "AdditionalDependencies": [
+ "Engine"
+ ]
+ },
+ {
+ "Name": "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;
+};