remove old file
Your branch is up to date with 'origin/main'.
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@@ -53,9 +53,19 @@ r.RayTracing=True
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r.Shadow.Virtual.Enable=1
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[/Script/EngineSettings.GameMapsSettings]
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;defines what level to be loaded by default in the editor and at playback time
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EditorStartupMap=/Game/Main.Main
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EditorStartupMap=/Game/Main.Main
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/StarterContent/Blueprints/Deathmatch.Deathmatch_C
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GlobalDefaultServerGameMode=None
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[/Script/UnrealEd.UnrealEdEngine]
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; Remove Engine Template maps
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@@ -122,6 +132,7 @@ DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_ME_BlankBP",NewGameName="/Script/MyProject3")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_ME_BlankBP",NewGameName="/Script/MyProject3")
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GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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@@ -80,9 +80,32 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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+AxisMappings=(AxisName="ThrustForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="ThrustForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="ThrustUp",Scale=1.000000,Key=E)
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+AxisMappings=(AxisName="ThrustUp",Scale=-1.000000,Key=Q)
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+AxisMappings=(AxisName="ThrustRight",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="ThrustRight",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Pitch",Scale=-1.000000,Key=MouseY)
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+AxisMappings=(AxisName="Yaw",Scale=1.000000,Key=MouseX)
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+AxisMappings=(AxisName="Roll",Scale=1.000000,Key=Right)
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+AxisMappings=(AxisName="Roll",Scale=-1.000000,Key=Left)
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
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+DefaultMappingContexts=(InputMappingContext=None,Priority=0)
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UserSettingsClass=/Script/EnhancedInput.EnhancedInputUserSettings
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DefaultPlayerMappableKeyProfileClass=/Script/EnhancedInput.EnhancedPlayerMappableKeyProfile
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DefaultWorldInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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bSendTriggeredEventsWhenInputIsFlushed=True
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bEnableUserSettings=True
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EnhancedInput.EnableDefaultMappingContexts=True
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EnhancedInput.OnlyTriggerLastActionInChord=True
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bLogOnDeprecatedConfigUsed=True
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bEnableWorldSubsystem=False
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EnhancedInput.bShouldLogAllWorldSubsystemInputs=False
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BIN
Content/LearnLevel.umap
LFS
BIN
Content/LearnLevel.umap
LFS
Binary file not shown.
BIN
Content/Main.umap
LFS
BIN
Content/Main.umap
LFS
Binary file not shown.
@@ -9,7 +9,8 @@
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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"Engine",
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"CommonUI"
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]
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}
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],
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@@ -1,34 +0,0 @@
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// CameraFollowActor.cpp
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#include "CameraFollowActor.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/Actor.h"
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// Sets default values
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ACameraFollowActor::ACameraFollowActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Create the camera component
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
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RootComponent = CameraComponent;
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}
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// Called when the game starts or when spawned
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void ACameraFollowActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ACameraFollowActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (TargetActor)
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{
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// Update the camera position to follow the target actor with the specified offset
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FVector NewLocation = TargetActor->GetActorLocation() + CameraOffset;
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SetActorLocation(NewLocation);
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}
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}
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@@ -1,36 +0,0 @@
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// CameraFollowActor.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "CameraFollowActor.generated.h"
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UCLASS()
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class YOURPROJECT_API ACameraFollowActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ACameraFollowActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// The target actor that the camera will follow
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
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AActor* TargetActor;
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// The offset from the target actor
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
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FVector CameraOffset;
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private:
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UPROPERTY(VisibleAnywhere)
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UCameraComponent* CameraComponent;
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};
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@@ -1,99 +0,0 @@
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#include "MyCharacter.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/CharacterMovementComponent.h"
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AMyCharacter::AMyCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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// Set base turn and look up rates
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BaseTurnRate = 45.0f;
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BaseLookUpRate = 45.0f;
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
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GetCharacterMovement()->JumpZVelocity = 600.0f;
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GetCharacterMovement()->AirControl = 0.2f;
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}
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void AMyCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AMyCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
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PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
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PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
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PlayerInputComponent->BindAxis("TurnRate", this, &AMyCharacter::TurnAtRate);
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PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
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PlayerInputComponent->BindAxis("LookUpRate", this, &AMyCharacter::LookUpAtRate);
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}
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void AMyCharacter::MoveForward(float Value)
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{
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if ((Controller != nullptr) && (Value != 0.0f))
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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AddMovementInput(Direction, Value);
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}
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}
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void AMyCharacter::MoveRight(float Value)
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{
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if ((Controller != nullptr) && (Value != 0.0f))
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{
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// find out which way is right
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get right vector
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const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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AddMovementInput(Direction, Value);
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}
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}
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void AMyCharacter::TurnAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
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}
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void AMyCharacter::LookUpAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
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}
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@@ -1,39 +0,0 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "MyCharacter.generated.h"
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UCLASS()
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class YOURPROJECT_API AMyCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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AMyCharacter();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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private:
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void MoveForward(float Value);
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void MoveRight(float Value);
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void TurnAtRate(float Rate);
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void LookUpAtRate(float Rate);
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class USpringArmComponent* CameraBoom;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class UCameraComponent* FollowCamera;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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float BaseTurnRate;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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float BaseLookUpRate;
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};
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@@ -1,8 +0,0 @@
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#include "MyGameMode.h"
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#include "MyCharacter.h"
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AMyGameMode::AMyGameMode()
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{
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// Set default pawn class to our character class
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DefaultPawnClass = AMyCharacter::StaticClass();
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}
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@@ -1,14 +0,0 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "MyGameMode.generated.h"
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UCLASS()
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class YOURPROJECT_API AMyGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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public:
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AMyGameMode();
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};
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