New Character Blueprint based on cpp Character
Fixed cooking issue caused by uninitialized value in SSTCharacterMovementComponent in BP_MainCharacter_orig
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parent
8decf0b9c9
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6eb6f9c203
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@ -2,7 +2,7 @@
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EditorStartupMap=/Game/SideScroller/Maps/ExampleMap.ExampleMap
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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bUseSplitscreen=False
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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@ -63,7 +63,7 @@ r.AllowStaticLighting=True
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r.NormalMapsForStaticLighting=False
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r.ForwardShading=False
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r.VertexFoggingForOpaque=True
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r.SeparateTranslucency=True
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r.SeparateTranslucency=False
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r.TranslucentSortPolicy=0
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TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
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xr.VRS.FoveationLevel=0
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@ -71,8 +71,8 @@ xr.VRS.DynamicFoveation=False
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r.CustomDepth=1
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r.CustomDepthTemporalAAJitter=True
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r.PostProcessing.PropagateAlpha=0
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r.DefaultFeature.Bloom=True
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r.DefaultFeature.AmbientOcclusion=True
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r.DefaultFeature.Bloom=False
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r.DefaultFeature.AmbientOcclusion=False
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r.DefaultFeature.AmbientOcclusionStaticFraction=True
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r.DefaultFeature.AutoExposure=False
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r.DefaultFeature.AutoExposure.Method=0
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@ -190,8 +190,8 @@ AutoStreamingThreshold=0.000000
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SoundCueCookQualityIndex=-1
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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TargetedHardwareClass=Mobile
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AppliedTargetedHardwareClass=Mobile
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DefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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@ -215,3 +215,12 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/Slate.SlateSettings]
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bExplicitCanvasChildZOrder=True
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[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
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PackageName=com.mysticvector.funnyprince
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VersionDisplayName=0.1
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InstallLocation=InternalOnly
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bPackageDataInsideApk=True
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BIN
Content/SideScroller/Animations/Retargeted_UE4_Manny/ABP_SST.uasset (Stored with Git LFS)
BIN
Content/SideScroller/Animations/Retargeted_UE4_Manny/ABP_SST.uasset (Stored with Git LFS)
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BIN
Content/SideScroller/Blueprints/BP_FunnyPrinceCharacter.uasset (Stored with Git LFS)
Normal file
BIN
Content/SideScroller/Blueprints/BP_FunnyPrinceCharacter.uasset (Stored with Git LFS)
Normal file
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BIN
Content/SideScroller/Blueprints/BP_FunnyPrinceGameMode.uasset (Stored with Git LFS)
BIN
Content/SideScroller/Blueprints/BP_FunnyPrinceGameMode.uasset (Stored with Git LFS)
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BIN
Content/SideScroller/Blueprints/BP_MainCharacter.uasset (Stored with Git LFS)
BIN
Content/SideScroller/Blueprints/BP_MainCharacter.uasset (Stored with Git LFS)
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@ -26,5 +26,10 @@
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/92a8824c461141ce95f77e454d0c1ba5"
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}
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],
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"TargetPlatforms": [
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"Android",
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"Linux",
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"Windows"
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]
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}
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@ -4,7 +4,7 @@
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#include "FunnyPrinceCharacter.h"
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#include "SSTCharacterMovementComponent.h"
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DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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DEFINE_LOG_CATEGORY(LogTemplateFunnyPrinceCharacter);
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//////////////////////////////////////////////////////////////////////////
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@ -29,4 +29,16 @@ void AFunnyPrinceCharacter::BeginPlay()
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void AFunnyPrinceCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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bool AFunnyPrinceCharacter::CanJumpInternal_Implementation() const
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{
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USSTCharacterMovementComponent* Movement = Cast<USSTCharacterMovementComponent>(GetCharacterMovement());
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if (Movement)
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{
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return Super::CanJumpInternal_Implementation() || Movement->CanWalljump();
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}
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return Super::CanJumpInternal_Implementation();
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}
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@ -7,7 +7,7 @@
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#include "Logging/LogMacros.h"
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#include "FunnyPrinceCharacter.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateFunnyPrinceCharacter, Log, All);
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/**
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*
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@ -27,6 +27,8 @@ protected:
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// To add mapping context
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virtual void BeginPlay();
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virtual bool CanJumpInternal_Implementation() const override;
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private:
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public:
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@ -5,10 +5,5 @@
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AFunnyPrinceGameMode::AFunnyPrinceGameMode()
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{
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// set default pawn class to our Blueprinted character
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/SideScroller/Blueprints/BP_MainCharacter"));
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if (PlayerPawnBPClass.Class != NULL)
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{
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DefaultPawnClass = PlayerPawnBPClass.Class;
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}
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}
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