Main menu to in game flow
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								GravityStomp/Content/Characters/BP_GSCharacter.uasset
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								GravityStomp/Content/Core/BP_GSDefaultGameMode.uasset
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								GravityStomp/Content/Core/BP_GSGameState.uasset
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								GravityStomp/Content/Core/BP_GSGameState.uasset
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								GravityStomp/Content/Maps/Debug/Test.umap
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								GravityStomp/Content/UI/MainMenu/Blueprints/BP_MainMenuGameMode.uasset
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								GravityStomp/Content/UI/MainMenu/Blueprints/BP_MainMenuGameMode.uasset
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								GravityStomp/Content/UI/MainMenu/Blueprints/BP_MainMenuPlayerController.uasset
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								GravityStomp/Content/UI/MainMenu/Blueprints/BP_MainMenuPlayerController.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_MainMenu.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_MainMenu.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_PlayerLobby.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_PlayerLobby.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_PlayerLobbySubMenu.uasset
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								GravityStomp/Content/UI/MainMenu/Widgets/WBP_PlayerLobbySubMenu.uasset
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							@ -39,19 +39,6 @@ AGSCharacter::AGSCharacter(const FObjectInitializer& ObjectInitializer)
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	GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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	GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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	// Create a camera boom (pulls in towards the player if there is a collision)
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	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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	CameraBoom->SetupAttachment(RootComponent);
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	CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character	
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	CameraBoom->bUsePawnControlRotation = false; // Rotate the arm based on the controller
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	CameraBoom->SetWorldRotation(FVector::ForwardVector.Rotation());
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	// Create a follow camera
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	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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	// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
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	// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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@ -126,3 +113,22 @@ void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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	GetCharacterMovement<UGSCharacterMovementComponent>()->SetCharacterUpDirection(NewCharacterUpDirection);
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}
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void AGSCharacter::PawnClientRestart()
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{
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    Super::PawnClientRestart();
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	// Make sure that we have a valid PlayerController.
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    if (APlayerController* PC = Cast<APlayerController>(GetController()))
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    {
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        // Get the Enhanced Input Local Player Subsystem from the Local Player related to our Player Controller.
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        if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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        {
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            // PawnClientRestart can run more than once in an Actor's lifetime, so start by clearing out any leftover mappings.
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            Subsystem->ClearAllMappings();
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            // Add each mapping context, along with their priority values. Higher values outprioritize lower values.
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            Subsystem->AddMappingContext(DefaultMappingContext, 0);
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        }
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    }
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}
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@ -13,14 +13,6 @@ class AGSCharacter : public ACharacter
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{
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	GENERATED_BODY()
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	/** Camera boom positioning the camera behind the character */
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	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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	class USpringArmComponent* CameraBoom;
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	/** Follow camera */
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	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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	class UCameraComponent* FollowCamera;
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	/** MappingContext */
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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	class UInputMappingContext* DefaultMappingContext;
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@ -45,17 +37,14 @@ protected:
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	/** Called when the player changes the gravity direction */
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	void ChangeGravityDirection(const FInputActionValue& Value);
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public:
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	virtual void PawnClientRestart() override;
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protected:
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	// APawn interface
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	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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	// To add mapping context
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	virtual void BeginPlay();
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public:
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	/** Returns CameraBoom subobject **/
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	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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	/** Returns FollowCamera subobject **/
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	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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};
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@ -15,8 +15,7 @@ AGSGameModeBase::AGSGameModeBase()
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	TimeBetweenRounds = 20.0f;
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	RoundTime = 600.0f;
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	WarmupTime = 15.0f;
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    bWarmupEnabled = true;
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    bDelayedStart = bWarmupEnabled;
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    bDelayedStart = true;
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    PlayerControllerClass = AGSPlayerController::StaticClass();
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    PlayerStateClass = AGSPlayerState::StaticClass();
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@ -253,7 +252,7 @@ void AGSGameModeBase::HandleMatchIsWaitingToStart()
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    AGSGameState* GS = GetGameState<AGSGameState>();
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    if(GS && GS->GetRemainingTime() <= 0)
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    {
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        if(bWarmupEnabled)
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        if(bDelayedStart)
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        {
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            GS->SetRemainingTime(WarmupTime);
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        }
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@ -117,11 +117,7 @@ protected:
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	// duration of the pre-match/warmup period, in seconds
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	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings, meta = (ClampMin = 0))
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	float WarmupTime;;
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	// whether or not there is a warmup or the round should immediately start
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	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Settings)
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	bool bWarmupEnabled;
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	float WarmupTime;
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	FTimerHandle TimerHandle_DefaultTimer; 
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};
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@ -4,6 +4,8 @@
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void AGSPlayerController::Client_GameStarted_Implementation()
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{
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    FInputModeGameOnly GameOnly;
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    SetInputMode(GameOnly);
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    SetIgnoreMoveInput(false);
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    // enable all actions on pawn
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