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75
.gitignore
vendored
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75
.gitignore
vendored
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@ -0,0 +1,75 @@
|
||||
# Visual Studio user specific files
|
||||
**/.vs/
|
||||
|
||||
# Rider
|
||||
**/.idea/
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
*.ipa
|
||||
|
||||
# These project files can be generated by the engine
|
||||
*.xcodeproj
|
||||
*.xcworkspace
|
||||
*.sln
|
||||
*.suo
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.VC.db
|
||||
*.VC.opendb
|
||||
|
||||
# Binary Files
|
||||
*/Binaries/*
|
||||
*/Plugins/*/Binaries/*
|
||||
|
||||
# Builds
|
||||
*/Build/*
|
||||
|
||||
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
|
||||
!Build/*/
|
||||
Build/*/**
|
||||
!Build/*/PakBlacklist*.txt
|
||||
|
||||
# Don't ignore icon files in Build
|
||||
!Build/**/*.ico
|
||||
|
||||
# Built data for maps
|
||||
*_BuiltData.uasset
|
||||
|
||||
# Configuration files generated by the Editor
|
||||
**/Saved/*
|
||||
|
||||
# Compiled source files for the engine to use
|
||||
*/Intermediate/*
|
||||
*/Plugins/*/Intermediate/*
|
||||
|
||||
# Cache files for the editor to use
|
||||
*/DerivedDataCache/*
|
||||
|
||||
# Temp directory
|
||||
Scratch
|
||||
SwordNGun/Content/ThirdParty
|
||||
|
3
.gitmodules
vendored
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3
.gitmodules
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
[submodule "SwordNGun/Plugins/UnrealImGui"]
|
||||
path = SwordNGun/Plugins/UnrealImGui
|
||||
url = git@github.com:segross/UnrealImGui.git
|
BIN
Assets/Models/Sword.fbx
(Stored with Git LFS)
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Assets/Models/Sword.fbx
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair001.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair005.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair005.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair006.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair006.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair007.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair007.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair009.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair009.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair010.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair010.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair011.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair011.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair012.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair012.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair066.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair066.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair085.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair085.png
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair086.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair086.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair087.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair087.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair117.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair117.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair118.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair118.png
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair123.png
(Stored with Git LFS)
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BIN
Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair123.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair190.png
(Stored with Git LFS)
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Assets/UI/Crosshairs/crosshairpack_kenney/PNG/White Retina/crosshair190.png
(Stored with Git LFS)
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BIN
Assets/UI/Fonts/CloisterBlack.ttf
Normal file
BIN
Assets/UI/Fonts/CloisterBlack.ttf
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BIN
Assets/UI/Icons/revolver.png
(Stored with Git LFS)
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BIN
Assets/UI/Icons/revolver.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Assets/UI/Icons/sawed-off-shotgun.png
(Stored with Git LFS)
Normal file
BIN
Assets/UI/Icons/sawed-off-shotgun.png
(Stored with Git LFS)
Normal file
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BIN
Docs/GDD/PSNG_GDD_BACKUP.pdf
Normal file
BIN
Docs/GDD/PSNG_GDD_BACKUP.pdf
Normal file
Binary file not shown.
BIN
Docs/GDD/PSNG_GDD_BACKUP_HTML.zip
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BIN
Docs/GDD/PSNG_GDD_BACKUP_HTML.zip
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Docs/GDD/PSNG_GDD_BACKUP_MD.zip
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Docs/GDD/PSNG_GDD_BACKUP_MD.zip
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@ -1,7 +0,0 @@
|
||||
{
|
||||
"BuildId": "14830424",
|
||||
"Modules":
|
||||
{
|
||||
"SwordNGun": "UE4Editor-SwordNGun.dll"
|
||||
}
|
||||
}
|
@ -0,0 +1 @@
|
||||
|
@ -1,13 +1,109 @@
|
||||
|
||||
|
||||
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||
TargetedHardwareClass=Desktop
|
||||
AppliedTargetedHardwareClass=Desktop
|
||||
DefaultGraphicsPerformance=Maximum
|
||||
AppliedDefaultGraphicsPerformance=Maximum
|
||||
|
||||
[/Script/Engine.Engine]
|
||||
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/SwordNGun")
|
||||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/SwordNGun")
|
||||
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="SwordNGunGameModeBase")
|
||||
|
||||
|
||||
|
||||
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||
TargetedHardwareClass=Desktop
|
||||
AppliedTargetedHardwareClass=Desktop
|
||||
DefaultGraphicsPerformance=Maximum
|
||||
AppliedDefaultGraphicsPerformance=Maximum
|
||||
|
||||
[/Script/Engine.Engine]
|
||||
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/SwordNGun")
|
||||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/SwordNGun")
|
||||
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="SwordNGunGameModeBase")
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
EditorStartupMap=/Game/Maps/MovementTest.MovementTest
|
||||
|
||||
[/Script/Engine.PhysicsSettings]
|
||||
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
|
||||
DefaultDegreesOfFreedom=Full3D
|
||||
bSuppressFaceRemapTable=False
|
||||
bSupportUVFromHitResults=False
|
||||
bDisableActiveActors=False
|
||||
bDisableKinematicStaticPairs=False
|
||||
bDisableKinematicKinematicPairs=False
|
||||
bDisableCCD=False
|
||||
bEnableEnhancedDeterminism=False
|
||||
AnimPhysicsMinDeltaTime=0.000000
|
||||
bSimulateAnimPhysicsAfterReset=False
|
||||
MaxPhysicsDeltaTime=0.033333
|
||||
bSubstepping=False
|
||||
bSubsteppingAsync=False
|
||||
MaxSubstepDeltaTime=0.016667
|
||||
MaxSubsteps=6
|
||||
SyncSceneSmoothingFactor=0.000000
|
||||
InitialAverageFrameRate=0.016667
|
||||
PhysXTreeRebuildRate=10
|
||||
+PhysicalSurfaces=(Type=SurfaceType1,Name="Flesh")
|
||||
+PhysicalSurfaces=(Type=SurfaceType2,Name="FleshVulnerable")
|
||||
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
|
||||
MinDeltaVelocityForHitEvents=0.000000
|
||||
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
|
||||
DefaultGravityZ=-1960.000000
|
||||
|
||||
|
||||
[CoreRedirects]
|
||||
+PropertyRedirects=(OldName="/Script/SwordNGun.SNGHitData.Damage",NewName="/Script/SwordNGun.SNGHitData.BaseDamage")
|
||||
+PropertyRedirects=(OldName="/Script/SwordNGun.SNGHitData.HistopApplicationType",NewName="/Script/SwordNGun.SNGHitData.HitstopApplicationType")
|
||||
+PropertyRedirects=(OldName="/Script/SwordNGun.SNGWeaponBase.OnUnequipped",NewName="/Script/SwordNGun.SNGWeaponBase.OnUnEquipped")
|
||||
+PropertyRedirects=(OldName="/Script/SwordNGun.SNGRangedWeaponBase.ImpactSound",NewName="/Script/SwordNGun.SNGRangedWeaponBase.HitMarkerSound")
|
||||
+ClassRedirects=(OldName="/Script/SwordNGun.SNGProjectileWeapon",NewName="/Script/SwordNGun.SNGProjectileRangedWeapon")
|
||||
|
||||
[/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_Block,bTraceType=True,bStaticObject=False,Name="RangedWeapon")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="MeleeWeapon")
|
||||
-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")
|
||||
|
||||
|
@ -1,3 +1,11 @@
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=503A39B34BA99D3F63A2A6BF147276F0
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=503A39B34BA99D3F63A2A6BF147276F0
|
||||
ProjectVersion=0.0.1.0
|
||||
ProjectName=Project Sword & Gun
|
||||
CompanyName=BoneSoft
|
||||
Homepage=kevinporetti.com
|
||||
SupportContact=kevinporetti@gmail.com
|
||||
CopyrightNotice=Project Sword & Gun Copyright 2021 Kevin Poretti
|
||||
CompanyDistinguishedName=BoneSoft
|
||||
|
||||
|
151
SwordNGun/Config/DefaultInput.ini
Normal file
151
SwordNGun/Config/DefaultInput.ini
Normal file
@ -0,0 +1,151 @@
|
||||
[/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="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="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Mouse2D",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="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,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_Left_Trackpad_Touch",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))
|
||||
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
bAltEnterTogglesFullscreen=True
|
||||
bF11TogglesFullscreen=True
|
||||
bUseMouseForTouch=False
|
||||
bEnableMouseSmoothing=True
|
||||
bEnableFOVScaling=True
|
||||
bCaptureMouseOnLaunch=True
|
||||
bAlwaysShowTouchInterface=False
|
||||
bShowConsoleOnFourFingerTap=True
|
||||
bEnableGestureRecognizer=False
|
||||
bUseAutocorrect=False
|
||||
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||
DefaultViewportMouseLockMode=LockOnCapture
|
||||
FOVScale=0.011110
|
||||
DoubleClickTime=0.200000
|
||||
+ActionMappings=(ActionName="Attack",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
|
||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
|
||||
+ActionMappings=(ActionName="Dash",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
|
||||
+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
|
||||
+ActionMappings=(ActionName="Reload",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R)
|
||||
+ActionMappings=(ActionName="UseGadget",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
|
||||
+ActionMappings=(ActionName="CycleMeleeWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
|
||||
+ActionMappings=(ActionName="CycleRangedWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
|
||||
+ActionMappings=(ActionName="Attack",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
|
||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
|
||||
+ActionMappings=(ActionName="Dash",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
|
||||
+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
|
||||
+ActionMappings=(ActionName="Reload",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightShoulder)
|
||||
+ActionMappings=(ActionName="UseGadget",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftShoulder)
|
||||
+ActionMappings=(ActionName="CycleMeleeWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Right)
|
||||
+ActionMappings=(ActionName="CycleRangedWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Left)
|
||||
+ActionMappings=(ActionName="Aim",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
|
||||
+ActionMappings=(ActionName="Aim",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger)
|
||||
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
|
||||
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
|
||||
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
|
||||
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
|
||||
+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
|
||||
+AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX)
|
||||
+AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
|
||||
+AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY)
|
||||
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY)
|
||||
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX)
|
||||
DefaultPlayerInputClass=/Script/Engine.PlayerInput
|
||||
DefaultInputComponentClass=/Script/Engine.InputComponent
|
||||
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||
-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
||||
|
BIN
SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_B.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_B.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_B_Montage.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_B_Montage.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_F.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_F.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_F_Montage.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_F_Montage.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_L.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_L.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_L_Montage.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_L_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_R.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_R.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_R_Montage.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Dash/Dash_Step_R_Montage.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/GhostLady_AnimBP.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/GhostLady_AnimBP.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Aim_Walk_BS.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Aim_Walk_BS.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRunStart.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRunStart.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRunStop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRunStop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRun_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/BS_Common_WalkRun_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common_Run_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common_Run_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_start.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_B_start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_loop.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_start.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_F_start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_loop.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_start.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Fighter_Jump_start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_BL_Loop.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_BL_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_BR_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_BR_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_B_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_B_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_FL_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_FL_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_FR_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_FR_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_F_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_F_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_L_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_L_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_R_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Aim_F_Walk_R_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Idle.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Idle.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Jump_End.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Jump_End.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_End.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_End.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_Start.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Run_Start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Sprint.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Sprint.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_End.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_End.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_Loop.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_Loop.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_Start.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/HandGun_Common_Walk_Start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonIdle.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonIdle.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonJump_Loop.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonJump_Loop.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonJump_Start.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonJump_Start.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonRun.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonRun.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonWalk.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPersonWalk.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_AnimBP.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_AnimBP.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_IdleRun_2D.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_IdleRun_2D.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_Jump.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Animations/ThirdPerson_Jump.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/ApexProxy/MI_ApexProxy.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/ApexProxy/MI_ApexProxy.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/ApexProxy/M_ApexProxy_Master.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/ApexProxy/M_ApexProxy_Master.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MF_EyeFunction.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MF_EyeFunction.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_Eyes.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_Eyes.uasset
(Stored with Git LFS)
Normal file
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BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor1.uasset
(Stored with Git LFS)
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SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor1.uasset
(Stored with Git LFS)
Normal file
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SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor2.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor2.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor3.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesBlendColor3.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesEmissiveBoost.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesEmissiveBoost.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesTear.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/MI_EyesTear.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/M_EyeMaster.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/M_EyeMaster.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/M_EyesTearMaster.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Eyes/M_EyesTearMaster.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_EyeBrown.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_EyeBrown.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_Eyeslash.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_Eyeslash.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_Hair.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_Hair.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairCap.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairCap.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairCapDyeing.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairCapDyeing.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairDyeing.uasset
(Stored with Git LFS)
Normal file
BIN
SwordNGun/Content/Characters/Protagonist/Character/Materials/Bodies/Hairs/MI_HairDyeing.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user