Project Setup - Course 2.11

This commit is contained in:
charnet3d 2022-05-20 03:42:36 +00:00
parent f91b31d073
commit 707ede0249
21 changed files with 343 additions and 0 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RiderProjectSettingsUpdater">
<option name="vcsConfiguration" value="2" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ChangeListManager">
<list default="true" id="547cb3b8-1d7e-4022-b388-a96c7a33350a" name="Changes" comment="" />
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
<option name="LAST_RESOLUTION" value="IGNORE" />
</component>
<component name="ProjectId" id="29LgiXkm4QZf4JCBsDms4ebqN2R" />
<component name="ProjectViewState">
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
</component>
<component name="PropertiesComponent"><![CDATA[{
"keyToString": {
"RunOnceActivity.OpenProjectViewOnStart": "true",
"RunOnceActivity.ShowReadmeOnStart": "true",
"WebServerToolWindowFactoryState": "false"
}
}]]></component>
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
<component name="TaskManager">
<task active="true" id="Default" summary="Default task">
<created>1652897910248</created>
<option name="number" value="Default" />
<option name="presentableId" value="Default" />
<updated>1652897910248</updated>
<workItem from="1652897913252" duration="1000" />
</task>
<servers />
</component>
<component name="UnityUnitTestConfiguration" currentTestLauncher="NUnit" />
<component name="VcsManagerConfiguration">
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
</component>
</project>

0
Config/DefaultEditor.ini Normal file
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44
Config/DefaultEngine.ini Normal file
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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/_Game/Maps/DefaultMap.DefaultMap
EditorStartupMap=/Game/_Game/Maps/DefaultMap.DefaultMap
GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Shooter")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Shooter")
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="ShooterGameModeBase")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=7D70D8A14F14501AD3F149B2CD8AA088
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

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Config/DefaultGame.ini Normal file
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=B1B3FFF2499F3381ECD967B8ECBB1860

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[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
bBuildForEmulation=False
bBuildForDevice=True
bUseNameForLogo=True
bBuildForRetailWindowsStore=False
bAutoIncrementVersion=False
bShouldCreateAppInstaller=False
AppInstallerInstallationURL=
HoursBetweenUpdateChecks=0
bEnablePIXProfiling=False
TileBackgroundColor=(B=64,G=0,R=0,A=255)
SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
TargetDeviceFamily=Windows.Holographic
MinimumPlatformVersion=
MaximumPlatformVersionTested=10.0.18362.0
MaxTrianglesPerCubicMeter=500.000000
SpatialMeshingVolumeSize=20.000000
CompilerVersion=Default
Windows10SDKVersion=10.0.18362.0
+CapabilityList=internetClientServer
+CapabilityList=privateNetworkClientServer
+Uap2CapabilityList=spatialPerception
bSetDefaultCapabilities=False
SpatializationPlugin=
ReverbPlugin=
OcclusionPlugin=
SoundCueCookQualityIndex=-1

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Content/_Game/Character/ShooterCharacterBP.uasset (Stored with Git LFS) Normal file

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Content/_Game/GameMode/ShooterGameModeBaseBP.uasset (Stored with Git LFS) Normal file

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

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34
Shooter.uproject Normal file
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{
"FileVersion": 3,
"EngineAssociation": "5.0",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Shooter",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
},
{
"Name": "Bridge",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Mac",
"Linux"
]
}
]
}

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Source/Shooter.Target.cs Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class ShooterTarget : TargetRules
{
public ShooterTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Shooter" } );
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Shooter : ModuleRules
{
public Shooter(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Shooter.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Shooter, "Shooter" );

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Source/Shooter/Shooter.h Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#include "ShooterCharacter.h"
// Sets default values
AShooterCharacter::AShooterCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AShooterCharacter::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("BeginPlay()"));
int myInt{ 42 };
UE_LOG(LogTemp, Warning, TEXT("int myInt: %d"), myInt);
float myFloat{ 3.14159f };
UE_LOG(LogTemp, Warning, TEXT("float myFloat: %f"), myFloat);
double myDouble{ 0.000080845 };
UE_LOG(LogTemp, Warning, TEXT("double myDouble: %.10lf"), myDouble);
char myChar{ 'c' };
UE_LOG(LogTemp, Warning, TEXT("char myChar: %c"), myChar);
wchar_t myWideChar{ L'J' };
UE_LOG(LogTemp, Warning, TEXT("wchar_t myWideChar: %lc"), myWideChar);
bool myBool{ true };
UE_LOG(LogTemp, Warning, TEXT("bool myBool: %d"), myBool);
}
// Called every frame
void AShooterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ShooterCharacter.generated.h"
UCLASS()
class SHOOTER_API AShooterCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AShooterCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShooterGameModeBase.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ShooterGameModeBase.generated.h"
/**
*
*/
UCLASS()
class SHOOTER_API AShooterGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class ShooterEditorTarget : TargetRules
{
public ShooterEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Shooter" } );
}
}