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Merge pull request #54 from hfjooste/v3
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V3
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hfjooste authored Jun 26, 2023
2 parents 60950bf + d32c6de commit 856de4b
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6 changes: 5 additions & 1 deletion .gitignore
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# Jetbrains Rider
.idea/
Plugins/Developer/RiderLink

# Visual Studio Code
.ignore
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site/

# Packaged Builds
Release/
Release/

# Python Scripts
__pycache__
13 changes: 13 additions & 0 deletions .vsconfig
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{
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.VC.14.34.17.4.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows10SDK",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",
"Microsoft.VisualStudio.Workload.NativeGame"
]
}
1 change: 1 addition & 0 deletions Config/DefaultEditor.ini
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[/Script/AdvancedPreviewScene.SharedProfiles]

7 changes: 5 additions & 2 deletions Config/DefaultEngine.ini
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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/MainMenu.MainMenu
GameDefaultMap=/Game/Intro.Intro
GameInstanceClass=/Game/Blueprints/Core/CustomGameInstance.CustomGameInstance_C
EditorStartupMap=/Game/MainMenu.MainMenu
EditorStartupMap=/Game/Intro.Intro

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
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bUseManualIPAddress=False
ManualIPAddress=

[/Script/Engine.AudioSettings]
DefaultBaseSoundMix=/USK/Audio/USK_SoundMix.USK_SoundMix

2 changes: 1 addition & 1 deletion Config/DefaultGame.ini
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Expand Up @@ -9,7 +9,7 @@ LicensingTerms="https://github.com/hfjooste/UltimateStarterKit/blob/main/LICENSE
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "06F420E84E3EE0A5A96992A8CDF99D47", "Ultimate Starter Kit")
ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "9C644A554B241A40C5B720BF115D4752", "Ultimate Starter Kit")
Homepage="https://github.com/hfjooste/UltimateStarterKit"
ProjectVersion=2.3.1
ProjectVersion=3.0.0

[/Script/UnrealEd.ProjectPackagingSettings]
bCookAll=True
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4 changes: 4 additions & 0 deletions Config/DefaultInput.ini
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[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
bUseMouseForTouch=False
DefaultViewportMouseLockMode=LockOnCapture
bCaptureMouseOnLaunch=True
DefaultViewportMouseCaptureMode=CapturePermanently

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1 change: 1 addition & 0 deletions Plugins/USK/Config/DefaultUSK.ini
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1 change: 1 addition & 0 deletions Plugins/USK/Source/USK/Audio/AudioUtils.cpp
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#include "AudioUtils.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Engine/World.h"
#include "USK/Logger/Log.h"

/**
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3 changes: 3 additions & 0 deletions Plugins/USK/Source/USK/Audio/AudioUtils.h
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Expand Up @@ -5,6 +5,9 @@
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AudioUtils.generated.h"

/**
* @brief The audio utils class is used to easily play sound effects
*/
UCLASS()
class USK_API UAudioUtils : public UBlueprintFunctionLibrary
{
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2 changes: 1 addition & 1 deletion Plugins/USK/Source/USK/Audio/MusicPlayer.h
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Expand Up @@ -6,7 +6,7 @@
#include "MusicPlayer.generated.h"

/**
* @brief Actor that is responsible for play music
* @brief Actor responsible for playing, pausing and stopping music. It also allows you to adjust music volume
*/
UCLASS()
class USK_API AMusicPlayer final : public AActor
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20 changes: 10 additions & 10 deletions Plugins/USK/Source/USK/Character/PlatformerAnimationInstance.h
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Expand Up @@ -18,61 +18,61 @@ class USK_API UPlatformerAnimationInstance : public UAnimInstance
/**
* @brief The animation used when the character is in the idle state
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* IdleAnimation;

/**
* @brief The animation used when the character is walking
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* WalkAnimation;

/**
* @brief The animation used when the character is running
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* RunAnimation;

/**
* @brief The animation used when the character is jumping
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* JumpAnimation;

/**
* @brief The animation used when the character is double jumping
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* DoubleJumpAnimation;

/**
* @brief The animation used when the character is falling
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* FallAnimation;

/**
* @brief The animation used when the character is landing
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Ultimate Starter Kit|Platformer Character|Animations")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ultimate Starter Kit|Platformer Character|Animations")
UAnimSequence* LandAnimation;

/**
* @brief The movement speed fo the character
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Ultimate Starter Kit|Platformer Character")
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Ultimate Starter Kit|Platformer Character")
float MovementSpeed;

/**
* @brief Is the character currently in the air?
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Ultimate Starter Kit|Platformer Character")
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Ultimate Starter Kit|Platformer Character")
bool IsInAir;

/**
* @brief Is the character double jumping?
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Ultimate Starter Kit|Platformer Character")
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Ultimate Starter Kit|Platformer Character")
bool IsDoubleJumping;

protected:
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1 change: 1 addition & 0 deletions Plugins/USK/Source/USK/Character/PlatformerCharacter.cpp
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Expand Up @@ -7,6 +7,7 @@
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Engine/World.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Camera/CameraComponent.h"
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48 changes: 24 additions & 24 deletions Plugins/USK/Source/USK/Character/PlatformerCharacter.h
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Expand Up @@ -22,14 +22,14 @@ class USK_API APlatformerCharacter : public ACharacter
/**
* @brief The spring arm component responsible for controlling the distance of the camera
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Ultimate Starter Kit|Platformer Character",
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Ultimate Starter Kit|Platformer Character",
meta=(AllowPrivateAccess = "true"))
class USpringArmComponent* SpringArmComponent;

/**
* @brief The camera used by the character
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Ultimate Starter Kit|Platformer Character",
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Ultimate Starter Kit|Platformer Character",
meta=(AllowPrivateAccess = "true"))
class UCameraComponent* CameraComponent;

Expand Down Expand Up @@ -60,37 +60,37 @@ class USK_API APlatformerCharacter : public ACharacter
/**
* @brief The input mapping context used by the player
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Input")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Input")
UInputMappingContext* InputMappingContext;

/**
* @brief The move input action
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Input")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Input")
UInputAction* MoveAction;

/**
* @brief The camera rotation input action
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Input")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Input")
UInputAction* LookAroundAction;

/**
* @brief The jump input action
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Input")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Input")
UInputAction* JumpAction;

/**
* @brief The shadow decal class used to draw a shadow below the character while in the air
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump|Effects")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump|Effects")
TSubclassOf<AShadowDecal> ShadowDecalClass;

/**
* @brief An array of sound effects played when jumping
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump|Effects")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump|Effects")
TArray<USoundBase*> JumpSoundEffects;

/**
Expand All @@ -108,7 +108,7 @@ class USK_API APlatformerCharacter : public ACharacter
/**
* @brief An array of sound effects played when landing
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump|Effects")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump|Effects")
TArray<USoundBase*> LandedSoundEffects;

/**
Expand All @@ -126,94 +126,94 @@ class USK_API APlatformerCharacter : public ACharacter
/**
* @brief Does the character support variable jump height?
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
bool VariableJumpHeight = true;

/**
* @brief The amount of time to hold the jump button to reach the max height
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump",
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump",
meta = (EditCondition = "VariableJumpHeight"))
float VariableJumpHeightMaxHoldTime = 0.3f;

/**
* @brief The velocity applied to the character when jumping
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
float JumpVelocity = 500.0f;

/**
* @brief The amount of lateral movement control available to the character while in the air
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
float AirControl = 1000.0f;

/**
* @brief The amount of friction to apply to lateral air movement when falling
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
float FallingFriction = 3.5f;

/**
* @brief The amount of gravity applied to the character
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
float Gravity = 2.0f;

/**
* @brief Can the character perform a double jump?
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
bool CanDoubleJump = true;

/**
* @brief Does the character support coyote time when trying to jump?
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump")
bool CanCoyoteJump = true;

/**
* @brief The amount of coyote time for the character
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump",
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump",
meta = (EditCondition = "CanCoyoteJump"))
float CoyoteJumpTime = 0.375f;

/**
* @brief The velocity applied to the character when performing a coyote jump
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Jump",
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Jump",
meta = (EditCondition = "CanCoyoteJump"))
float CoyoteJumpVelocity = 700.0f;

/**
* @brief Friction coefficient applied when braking
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Movement")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Movement")
float BrakingFriction = 10.0f;

/**
* @brief The rate of change of velocity
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Movement")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Movement")
float MaxAcceleration = 2500.0f;

/**
* @brief Length of the spring arm component
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Camera")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Camera")
float TargetArmLength = 350.0f;

/**
* @brief The multiplier applied to the spring arm component when the character is moving
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Camera")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Camera")
float ArmLengthMultiplier = 0.4f;

/**
* @brief The speed used when adjusting the camera distance
*/
UPROPERTY(EditAnywhere, Category="Ultimate Starter Kit|Platformer Character|Camera")
UPROPERTY(EditAnywhere, Category = "Ultimate Starter Kit|Platformer Character|Camera")
float CameraAdjustmentSpeed = 3.0f;

/**
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1 change: 1 addition & 0 deletions Plugins/USK/Source/USK/Character/ShadowDecal.cpp
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Expand Up @@ -3,6 +3,7 @@
#include "ShadowDecal.h"
#include "Components/CapsuleComponent.h"
#include "Components/DecalComponent.h"
#include "Engine/World.h"
#include "GameFramework/Character.h"
#include "GameFramework/PawnMovementComponent.h"
#include "Kismet/KismetSystemLibrary.h"
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2 changes: 1 addition & 1 deletion Plugins/USK/Source/USK/Core/InputDevice.h
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Expand Up @@ -6,7 +6,7 @@
#include "InputDevice.generated.h"

/**
* @brief An enum of all the supported input devices
* @brief Supported input devices. This is used to update the input indicators when using different input devices
*/
UENUM(BlueprintType)
enum class EInputDevice : uint8
Expand Down
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