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https://github.com/fortressforever/enthusiastic-hat-club.git
synced 2024-11-22 12:21:38 +00:00
rig up unexciting fp character
This commit is contained in:
parent
f9fd3cde02
commit
0b5b7cf27c
10 changed files with 82 additions and 8 deletions
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@ -6,4 +6,45 @@ AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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[/Script/EngineSettings.GameMapsSettings]
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GlobalDefaultGameMode=/Script/FF.FFGameModeBase
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[/Script/Engine.PhysicsSettings]
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DefaultGravityZ=-980.000000
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DefaultTerminalVelocity=4000.000000
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DefaultFluidFriction=0.300000
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SimulateScratchMemorySize=262144
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RagdollAggregateThreshold=4
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TriangleMeshTriangleMinAreaThreshold=5.000000
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bEnableAsyncScene=False
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bEnableShapeSharing=False
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bEnablePCM=False
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bWarnMissingLocks=True
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bEnable2DPhysics=False
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LockedAxis=Invalid
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DefaultDegreesOfFreedom=Full3D
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BounceThresholdVelocity=200.000000
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FrictionCombineMode=Average
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RestitutionCombineMode=Average
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MaxAngularVelocity=3600.000000
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MaxDepenetrationVelocity=0.000000
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ContactOffsetMultiplier=0.010000
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MinContactOffset=0.000100
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MaxContactOffset=1.000000
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bSimulateSkeletalMeshOnDedicatedServer=True
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DefaultShapeComplexity=CTF_UseSimpleAndComplex
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bDefaultHasComplexCollision=True
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bSuppressFaceRemapTable=False
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bSupportUVFromHitResults=False
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bDisableActiveActors=False
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bDisableCCD=False
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MaxPhysicsDeltaTime=0.033333
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bSubstepping=False
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bSubsteppingAsync=False
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MaxSubstepDeltaTime=0.016667
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MaxSubsteps=6
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SyncSceneSmoothingFactor=0.000000
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AsyncSceneSmoothingFactor=0.990000
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InitialAverageFrameRate=0.016667
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@ -1,2 +1,4 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=74F3BE204DEAF9802BD6C8BB52249C58
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ProjectName=FF
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3
Content/Blueprints/FFCharacterBase.uasset
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3
Content/Blueprints/FFCharacterBase.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:6c38495791ecc7c73c51545418bd4cc53d1e29ab39801ec27c52a7179c8b12c9
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size 20602
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3
Content/FFCharacterBase.uasset
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3
Content/FFCharacterBase.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:b2271a0c07b918f797f83b1a297f5d9189e3fffb77c7dd0354c3789038096806
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size 2016
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3
Content/Maps/EmptySpawn.umap
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3
Content/Maps/EmptySpawn.umap
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:36a82af47742b08d020ff93a2d8298cfeefaf13fe1c6cb5f585dc81ddc29d53f
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size 634992
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3
Content/Maps/EmptySpawn_BuiltData.uasset
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3
Content/Maps/EmptySpawn_BuiltData.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:686bc8fe939840cf4b830e302f05d59b9d13d1935b32938c05324c90dc83de1f
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size 19290
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@ -3,6 +3,16 @@
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#include "FF.h"
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#include "FFGameModeBase.h"
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AFFGameModeBase::AFFGameModeBase() : Super()
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{
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static ConstructorHelpers::FClassFinder<APawn> BaseCharacterClassFinder(TEXT("/Game/Blueprints/FFCharacterBase"));
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if (BaseCharacterClassFinder.Succeeded())
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{
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DefaultPawnClass = BaseCharacterClassFinder.Class;
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}
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else
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{
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DefaultPawnClass = ADefaultPawn::StaticClass();
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UE_LOG(LogTemp, Error, TEXT("Failed to find FFCharacterBase, check data blueprint exists"));
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}
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}
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@ -12,8 +12,7 @@ UCLASS()
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class FF_API AFFGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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public:
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AFFGameModeBase();
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};
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@ -10,6 +10,11 @@ AFFCharacter::AFFCharacter()
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// setup first person camera
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FFCamera"));
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CameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f);
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CameraComponent->SetupAttachment(GetCapsuleComponent());
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CameraComponent->bUsePawnControlRotation = true;
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}
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// Called when the game starts or when spawned
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@ -10,6 +10,11 @@ class AFFCharacter : public ACharacter
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{
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GENERATED_BODY()
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// FPS camera
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class UCameraComponent* CameraComponent;
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public:
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// Sets default values for this character's properties
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AFFCharacter();
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@ -25,6 +30,6 @@ public:
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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FORCEINLINE class UCameraComponent* GetFirstPersonCameraComponent() const { return CameraComponent; }
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};
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