remove old file

Your branch is up to date with 'origin/main'.
This commit is contained in:
2025-02-15 18:15:37 +05:30
parent 690d756bff
commit 17486d1b75
11 changed files with 41 additions and 236 deletions

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@@ -53,9 +53,19 @@ r.RayTracing=True
r.Shadow.Virtual.Enable=1
[/Script/EngineSettings.GameMapsSettings]
;defines what level to be loaded by default in the editor and at playback time
EditorStartupMap=/Game/Main.Main
EditorStartupMap=/Game/Main.Main
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Engine/Maps/Templates/OpenWorld.OpenWorld
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/StarterContent/Blueprints/Deathmatch.Deathmatch_C
GlobalDefaultServerGameMode=None
[/Script/UnrealEd.UnrealEdEngine]
; Remove Engine Template maps
@@ -122,6 +132,7 @@ DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_ME_BlankBP",NewGameName="/Script/MyProject3")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ME_BlankBP",NewGameName="/Script/MyProject3")
GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True

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@@ -80,9 +80,32 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
DefaultViewportMouseLockMode=LockOnCapture
FOVScale=0.011110
DoubleClickTime=0.200000
+AxisMappings=(AxisName="ThrustForward",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="ThrustForward",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="ThrustUp",Scale=1.000000,Key=E)
+AxisMappings=(AxisName="ThrustUp",Scale=-1.000000,Key=Q)
+AxisMappings=(AxisName="ThrustRight",Scale=1.000000,Key=D)
+AxisMappings=(AxisName="ThrustRight",Scale=-1.000000,Key=A)
+AxisMappings=(AxisName="Pitch",Scale=-1.000000,Key=MouseY)
+AxisMappings=(AxisName="Yaw",Scale=1.000000,Key=MouseX)
+AxisMappings=(AxisName="Roll",Scale=1.000000,Key=Right)
+AxisMappings=(AxisName="Roll",Scale=-1.000000,Key=Left)
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
+DefaultMappingContexts=(InputMappingContext=None,Priority=0)
UserSettingsClass=/Script/EnhancedInput.EnhancedInputUserSettings
DefaultPlayerMappableKeyProfileClass=/Script/EnhancedInput.EnhancedPlayerMappableKeyProfile
DefaultWorldInputClass=/Script/EnhancedInput.EnhancedPlayerInput
bSendTriggeredEventsWhenInputIsFlushed=True
bEnableUserSettings=True
EnhancedInput.EnableDefaultMappingContexts=True
EnhancedInput.OnlyTriggerLastActionInChord=True
bLogOnDeprecatedConfigUsed=True
bEnableWorldSubsystem=False
EnhancedInput.bShouldLogAllWorldSubsystemInputs=False

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@@ -9,7 +9,8 @@
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
"Engine",
"CommonUI"
]
}
],

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@@ -1,34 +0,0 @@
// CameraFollowActor.cpp
#include "CameraFollowActor.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/Actor.h"
// Sets default values
ACameraFollowActor::ACameraFollowActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Create the camera component
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
RootComponent = CameraComponent;
}
// Called when the game starts or when spawned
void ACameraFollowActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACameraFollowActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (TargetActor)
{
// Update the camera position to follow the target actor with the specified offset
FVector NewLocation = TargetActor->GetActorLocation() + CameraOffset;
SetActorLocation(NewLocation);
}
}

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@@ -1,36 +0,0 @@
// CameraFollowActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CameraFollowActor.generated.h"
UCLASS()
class YOURPROJECT_API ACameraFollowActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACameraFollowActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// The target actor that the camera will follow
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
AActor* TargetActor;
// The offset from the target actor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
FVector CameraOffset;
private:
UPROPERTY(VisibleAnywhere)
UCameraComponent* CameraComponent;
};

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@@ -1,99 +0,0 @@
#include "MyCharacter.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/CharacterMovementComponent.h"
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Set base turn and look up rates
BaseTurnRate = 45.0f;
BaseLookUpRate = 45.0f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.0f;
GetCharacterMovement()->AirControl = 0.2f;
}
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AMyCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyCharacter::LookUpAtRate);
}
void AMyCharacter::MoveForward(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyCharacter::MoveRight(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(Direction, Value);
}
}
void AMyCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AMyCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}

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@@ -1,39 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class YOURPROJECT_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
void MoveForward(float Value);
void MoveRight(float Value);
void TurnAtRate(float Rate);
void LookUpAtRate(float Rate);
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
float BaseTurnRate;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
float BaseLookUpRate;
};

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@@ -1,8 +0,0 @@
#include "MyGameMode.h"
#include "MyCharacter.h"
AMyGameMode::AMyGameMode()
{
// Set default pawn class to our character class
DefaultPawnClass = AMyCharacter::StaticClass();
}

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@@ -1,14 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "MyGameMode.generated.h"
UCLASS()
class YOURPROJECT_API AMyGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AMyGameMode();
};