Added some PhysicalMaterials

Some ground assets in the scene
Messed around with Sync Markers and Sync Groups
This commit is contained in:
charnet3d 2024-02-02 14:27:46 +01:00
parent 5c46a596a6
commit 63aaf342a0
60 changed files with 159 additions and 104 deletions

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@ -74,3 +74,35 @@ ManualIPAddress=
[CoreRedirects] [CoreRedirects]
+PropertyRedirects=(OldName="/Script/Shooter.ShooterAnimInstance.CurrentMovementOffsetYaw",NewName="/Script/Shooter.ShooterAnimInstance.LastMovementOffsetYaw") +PropertyRedirects=(OldName="/Script/Shooter.ShooterAnimInstance.CurrentMovementOffsetYaw",NewName="/Script/Shooter.ShooterAnimInstance.LastMovementOffsetYaw")
[/Script/Engine.PhysicsSettings]
PhysicsPrediction=(bEnablePhysicsPrediction=False,bEnablePhysicsResimulation=False,ResimulationErrorThreshold=10.000000,MaxSupportedLatencyPrediction=1000.000000)
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
AnimPhysicsMinDeltaTime=0.000000
bSimulateAnimPhysicsAfterReset=False
MinPhysicsDeltaTime=0.000000
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
bTickPhysicsAsync=False
AsyncFixedTimeStepSize=0.033333
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Metal")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Stone")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Tile")
+PhysicalSurfaces=(Type=SurfaceType4,Name="Grass")
+PhysicalSurfaces=(Type=SurfaceType5,Name="Water")
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=False),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPNumSubdivs=2)
MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)

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Content/Materials/MI_Platform_01.uasset (Stored with Git LFS)

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Content/Materials/MI_ShowerWall01.uasset (Stored with Git LFS)

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Content/_Game/Maps/DefaultMap.umap (Stored with Git LFS)

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Content/_Game/Materials/PhysicalMaterials/PM_Grass.uasset (Stored with Git LFS) Normal file

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Content/_Game/Materials/PhysicalMaterials/PM_Metal.uasset (Stored with Git LFS) Normal file

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Content/_Game/Materials/PhysicalMaterials/PM_Stone.uasset (Stored with Git LFS) Normal file

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Content/_Game/Materials/PhysicalMaterials/PM_Tile.uasset (Stored with Git LFS) Normal file

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Content/_Game/Materials/PhysicalMaterials/PM_Water.uasset (Stored with Git LFS) Normal file

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@ -4,3 +4,8 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#define EPS_Metal EPhysicalSurface::SurfaceType1
#define EPS_Stone EPhysicalSurface::SurfaceType2
#define EPS_Tile EPhysicalSurface::SurfaceType3
#define EPS_Grass EPhysicalSurface::SurfaceType4
#define EPS_Water EPhysicalSurface::SurfaceType5