rig up unexciting fp character

This commit is contained in:
Dexter Haslem 2017-03-28 20:21:20 -06:00
parent f9fd3cde02
commit 0b5b7cf27c
10 changed files with 82 additions and 8 deletions

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@ -6,4 +6,45 @@ AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Script/FF.FFGameModeBase
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableCCD=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667

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@ -1,2 +1,4 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=74F3BE204DEAF9802BD6C8BB52249C58
ProjectName=FF

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@ -0,0 +1,3 @@
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size 20602

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@ -0,0 +1,3 @@
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size 2016

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:36a82af47742b08d020ff93a2d8298cfeefaf13fe1c6cb5f585dc81ddc29d53f
size 634992

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:686bc8fe939840cf4b830e302f05d59b9d13d1935b32938c05324c90dc83de1f
size 19290

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@ -3,6 +3,16 @@
#include "FF.h"
#include "FFGameModeBase.h"
AFFGameModeBase::AFFGameModeBase() : Super()
{
static ConstructorHelpers::FClassFinder<APawn> BaseCharacterClassFinder(TEXT("/Game/Blueprints/FFCharacterBase"));
if (BaseCharacterClassFinder.Succeeded())
{
DefaultPawnClass = BaseCharacterClassFinder.Class;
}
else
{
DefaultPawnClass = ADefaultPawn::StaticClass();
UE_LOG(LogTemp, Error, TEXT("Failed to find FFCharacterBase, check data blueprint exists"));
}
}

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@ -12,8 +12,7 @@ UCLASS()
class FF_API AFFGameModeBase : public AGameModeBase
{
GENERATED_BODY()
public:
AFFGameModeBase();
};

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@ -10,6 +10,11 @@ AFFCharacter::AFFCharacter()
// 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;
// setup first person camera
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FFCamera"));
CameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f);
CameraComponent->SetupAttachment(GetCapsuleComponent());
CameraComponent->bUsePawnControlRotation = true;
}
// Called when the game starts or when spawned

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@ -10,6 +10,11 @@ class AFFCharacter : public ACharacter
{
GENERATED_BODY()
// FPS camera
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* CameraComponent;
public:
// Sets default values for this character's properties
AFFCharacter();
@ -25,6 +30,6 @@ public:
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
FORCEINLINE class UCameraComponent* GetFirstPersonCameraComponent() const { return CameraComponent; }
};