Add more options to launch parameters and update jump so it uses our own launch function
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@ -79,12 +79,16 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults()
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void USNGCharacterMovementComponent::Dash()
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void USNGCharacterMovementComponent::Dash()
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{
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{
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FLaunchParameters LaunchParams;
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FLaunchParameters LaunchParams;
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LaunchParams.bOverrideX = true;
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LaunchParams.bOverrideY = true;
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LaunchParams.bOverrideZ = true;
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LaunchParams.bOverrideMovementMode = false;
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LaunchParams.bOverrideMovementMode = false;
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LaunchParams.GroundFriction = DashGroundFriction;
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LaunchParams.GroundFriction = DashGroundFriction;
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LaunchParams.GravityScale = DashGravityScale;
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LaunchParams.GravityScale = DashGravityScale;
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LaunchParams.FloatTime = DashFloatTime;
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LaunchParams.FloatTime = DashFloatTime;
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LaunchParams.SlideTime = DashSlideTime;
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LaunchParams.SlideTime = DashSlideTime;
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// sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively
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// sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively
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TargetGravityScale = DefaultGravityScale;
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TargetGravityScale = DefaultGravityScale;
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TargetGroundFriction = DefaultGroundFriction;
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TargetGroundFriction = DefaultGroundFriction;
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@ -128,14 +132,42 @@ void USNGCharacterMovementComponent::OnSprintTimer()
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TargetMaxWalkSpeed = SprintingMaxWalkSpeed;
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TargetMaxWalkSpeed = SprintingMaxWalkSpeed;
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}
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}
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void USNGCharacterMovementComponent::LaunchCharacter(FLaunchParameters& LaunchParams)
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void USNGCharacterMovementComponent::LaunchCharacter(const FLaunchParameters LaunchParams)
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{
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{
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GroundFriction = LaunchParams.GroundFriction;
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Velocity *= LaunchParams.VelocityScale;
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GravityScale = LaunchParams.GravityScale;
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//
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if(LaunchParams.bOverrideX)
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{
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Velocity.X = LaunchParams.Velocity.X;
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}
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else
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{
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Velocity.X += LaunchParams.Velocity.X;
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}
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if(LaunchParams.bOverrideY)
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{
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Velocity.Y = LaunchParams.Velocity.Y;
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}
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else
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{
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Velocity.Y += LaunchParams.Velocity.Y;
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}
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if(LaunchParams.bOverrideZ)
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{
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Velocity.Z = LaunchParams.Velocity.Z;
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}
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else
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{
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Velocity.Z += LaunchParams.Velocity.Z;
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}
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GroundFriction = LaunchParams.bUseDefaultGroundFriction ? DefaultGroundFriction : LaunchParams.GroundFriction;
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GravityScale = LaunchParams.bUseDefaultGravityScale ? DefaultGravityScale : LaunchParams.GravityScale;
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FloatTime = LaunchParams.FloatTime;
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FloatTime = LaunchParams.FloatTime;
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SlideTime = LaunchParams.SlideTime;
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SlideTime = LaunchParams.SlideTime;
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Velocity = LaunchParams.Velocity;
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if(LaunchParams.bOverrideMovementMode)
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if(LaunchParams.bOverrideMovementMode)
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{
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{
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@ -153,25 +185,32 @@ void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity()
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DefaultGravityScale = TargetGravity / GameGravity;
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DefaultGravityScale = TargetGravity / GameGravity;
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}
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}
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void USNGCharacterMovementComponent::StartJump()
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bool USNGCharacterMovementComponent::DoJump(bool bReplayingMoves)
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{
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{
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/*
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if ( CharacterOwner && CharacterOwner->CanJump() )
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JumpTimer = MaxJumpTime;
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Velocity = FVector(Velocity.X * LateralVelocityDampening, Velocity.Y * LateralVelocityDampening, 0.0f);
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*/
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}
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void USNGCharacterMovementComponent::AddJumpForce()
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{
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/*
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if(JumpTimer > 0.0f)
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{
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{
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Velocity = FVector(Velocity.X, Velocity.Y, Velocity.Z + (JumpForce * GetWorld()->DeltaTimeSeconds));
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// Don't jump if we can't move up/down.
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if (!bConstrainToPlane || FMath::Abs(PlaneConstraintNormal.Z) != 1.f)
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{
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JumpTimer = FMath::Max(JumpTimer - GetWorld()->DeltaTimeSeconds, 0.0f);
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FLaunchParameters JumpParams;
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JumpParams.Velocity.Z = DefaultJumpZVelocity;
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JumpParams.bOverrideX = false;
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JumpParams.bOverrideY = false;
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JumpParams.bOverrideZ = true;
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JumpParams.bUseDefaultGroundFriction = true;
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JumpParams.bUseDefaultGravityScale = true;
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JumpParams.bOverrideMovementMode = true;
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JumpParams.NewMovementMode = EMovementMode::MOVE_Falling;
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LaunchCharacter(JumpParams);
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return true;
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}
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}
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}
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*/
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return false;
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}
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}
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void USNGCharacterMovementComponent::InterpolateMovementParameters(float DeltaTime)
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void USNGCharacterMovementComponent::InterpolateMovementParameters(float DeltaTime)
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@ -11,39 +11,87 @@ struct FLaunchParameters
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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/** Velocity */
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/** Velocity to either add or set for this character */
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UPROPERTY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector Velocity;
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FVector Velocity;
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/**
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* How much to scale current velocity by. Set all components to 1 if you want the character to keep whatever
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* velocity they currently have.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector VelocityScale;
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/**
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* Should the X component of character's velocity be overriden with Velocity parameter or added?
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* Default is false which means Velocity X component will be added to current character's velocity
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bOverrideX;
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/**
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* Should the Y component of character's velocity be overriden with Velocity parameter or added?
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* Default is false which means Velocity Y component will be added to current character's velocity
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bOverrideY;
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/**
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* Should the Z component of character's velocity be overriden with Velocity parameter or added?
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* Default is false which means Velocity Z component will be added to current character's velocity
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bOverrideZ;
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/** Should the character's movement mode change after being launched? */
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/** Should the character's movement mode change after being launched? */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bOverrideMovementMode;
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bool bOverrideMovementMode;
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/** What the character's movement mode will be set to after launch. This will only be set is bOverrideMovementMode is true. */
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/** What the character's movement mode will be set to after launch. This will only be set is bOverrideMovementMode is true. */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<EMovementMode> NewMovementMode;
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TEnumAsByte<EMovementMode> NewMovementMode;
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/**
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* GroundFriction will be overriden to DefaultGroundFriction as specified in the character movement
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* component instead of what is supplied in this struct.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bUseDefaultGroundFriction;
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/** The ground friction that should be immediately applied when the character is launched */
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/** The ground friction that should be immediately applied when the character is launched */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float GroundFriction;
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float GroundFriction;
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/**
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* GravityScale will be overriden to DefaultGravityScale as specified in the character movement
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* component instead of what is supplied in this struct.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bUseDefaultGravityScale;
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/** The gravity scale that should be immediately applied when the character is launched */
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/** The gravity scale that should be immediately applied when the character is launched */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float GravityScale;
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float GravityScale;
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/** The float time that should be immediately applied when the character is launched */
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/** The float time that should be immediately applied when the character is launched */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float FloatTime;
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float FloatTime;
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/** The slide time that should be immediately applied when the character is launched */
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/** The slide time that should be immediately applied when the character is launched */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float SlideTime;
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float SlideTime;
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FLaunchParameters()
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FLaunchParameters()
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: Velocity(FVector::ZeroVector)
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: Velocity(FVector::ZeroVector)
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, VelocityScale(FVector::OneVector)
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, bOverrideX(false)
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, bOverrideY(false)
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, bOverrideZ(false)
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, bOverrideMovementMode(false)
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, bOverrideMovementMode(false)
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, NewMovementMode(EMovementMode::MOVE_Walking)
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, NewMovementMode(EMovementMode::MOVE_Walking)
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, bUseDefaultGroundFriction(false)
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, GroundFriction(8.0f)
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, GroundFriction(8.0f)
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, bUseDefaultGravityScale(false)
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, GravityScale(1.0f)
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, GravityScale(1.0f)
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, FloatTime(0.0f)
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, FloatTime(0.0f)
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, SlideTime(0.0f)
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, SlideTime(0.0f)
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@ -74,6 +122,21 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void RestoreMovementDefaults();
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void RestoreMovementDefaults();
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/**
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* @brief Sets and scales current character's velocity and sets other movement values specified in the passed LaunchParams.
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* The order of operations for updating velocity is:
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* 1) Multiply current velocity by VelocityScale
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* 2) Will either set or add to current velocity components with the value specified in LaunchParams.Velocity
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* @param LaunchParams - settings on how this character should be launched. See documentation for FLaunchParameters
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* for more information.
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*/
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UFUNCTION(BlueprintCallable, meta=(AutoCreateRefTerm="LaunchParams"))
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void LaunchCharacter(const FLaunchParameters LaunchParams);
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/**
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* @brief Sets up launch parameters and character movement parameter targets and finally launches the character
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* for the character to dash.
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*/
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void Dash();
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void Dash();
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@ -179,8 +242,6 @@ protected:
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/** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */
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/** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite)
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float FloatTime;
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float FloatTime;
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void LaunchCharacter(FLaunchParameters& LaunchParams);
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/**
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/**
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* How high (Z) is the character able to reach when holding the jump button for the maximum allowed time.
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* How high (Z) is the character able to reach when holding the jump button for the maximum allowed time.
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@ -213,17 +274,7 @@ protected:
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void ComputeGravityScaleAndJumpZVelocity();
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void ComputeGravityScaleAndJumpZVelocity();
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/**
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virtual bool DoJump(bool bReplayingMoves) override;
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* Sets up character velocities and jump parameters like the jump timer
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*/
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UFUNCTION(BlueprintCallable)
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void StartJump();
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/**
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* Continuously applies an upward force to the character as the jump button is held down
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*/
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UFUNCTION(BlueprintCallable)
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void AddJumpForce();
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/** Default friction when not performing any special actions and in the air */
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/** Default friction when not performing any special actions and in the air */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
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