diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..56a33f0 --- /dev/null +++ b/.gitignore @@ -0,0 +1,74 @@ +# Visual Studio 2015 user specific files +.vs/ + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* \ No newline at end of file diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..1a9d718 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,13 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64", + "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows10SDK.22000", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame" + ] +} diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..79b70b5 --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,9 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..4dcc526 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..7e6e0ad --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,74 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +GlobalDefaultGameMode="/Script/Puzzle_Island.Puzzle_IslandGameMode" + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=1 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.Mobile.EnableNoPrecomputedLightingCSMShader=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/Puzzle_Island") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/Puzzle_Island") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="Puzzle_IslandGameMode") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="Puzzle_IslandCharacter") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=E586079342E599602064B891D01579C2 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..b67c33a --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,7 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=42E9C62F4B5C9C3251BA9F8FA9469EE7 +ProjectName=Third Person Game Template + +[StartupActions] +bAddPacks=True +InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent") diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..58fc9cb --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,86 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset b/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset new file mode 100644 index 0000000..8b159a0 Binary files /dev/null and b/Content/Characters/Mannequin_UE4/Animations/Jog_Fwd.uasset differ diff --git a/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset b/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset new file mode 100644 index 0000000..cd2963d Binary files /dev/null and b/Content/Characters/Mannequin_UE4/Materials/Layers/ML_Latex_Black.uasset differ diff --git a/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset b/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset new file mode 100644 index 0000000..0995271 Binary files /dev/null and b/Content/Characters/Mannequin_UE4/Materials/Layers/ML_ShinyPlastic_Beige.uasset differ diff --git 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b/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/D/13/KQB15WT334LUGWVAUX80XH.uasset differ diff --git a/Puzzle_Island.uproject b/Puzzle_Island.uproject new file mode 100644 index 0000000..1f621a2 --- /dev/null +++ b/Puzzle_Island.uproject @@ -0,0 +1,22 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.3", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "Puzzle_Island", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Source/Puzzle_Island.Target.cs b/Source/Puzzle_Island.Target.cs new file mode 100644 index 0000000..8b28d7c --- /dev/null +++ b/Source/Puzzle_Island.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class Puzzle_IslandTarget : TargetRules +{ + public Puzzle_IslandTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V4; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3; + ExtraModuleNames.Add("Puzzle_Island"); + } +} diff --git a/Source/Puzzle_Island/Puzzle_Island.Build.cs b/Source/Puzzle_Island/Puzzle_Island.Build.cs new file mode 100644 index 0000000..6ca667f --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_Island.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class Puzzle_Island : ModuleRules +{ + public Puzzle_Island(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" }); + } +} diff --git a/Source/Puzzle_Island/Puzzle_Island.cpp b/Source/Puzzle_Island/Puzzle_Island.cpp new file mode 100644 index 0000000..ce12b35 --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_Island.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Puzzle_Island.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Puzzle_Island, "Puzzle_Island" ); + \ No newline at end of file diff --git a/Source/Puzzle_Island/Puzzle_Island.h b/Source/Puzzle_Island/Puzzle_Island.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_Island.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/Puzzle_Island/Puzzle_IslandCharacter.cpp b/Source/Puzzle_Island/Puzzle_IslandCharacter.cpp new file mode 100644 index 0000000..389bebc --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_IslandCharacter.cpp @@ -0,0 +1,130 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Puzzle_IslandCharacter.h" +#include "Engine/LocalPlayer.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/SpringArmComponent.h" +#include "GameFramework/Controller.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "InputActionValue.h" + +DEFINE_LOG_CATEGORY(LogTemplateCharacter); + +////////////////////////////////////////////////////////////////////////// +// APuzzle_IslandCharacter + +APuzzle_IslandCharacter::APuzzle_IslandCharacter() +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); + + // Don't rotate when the controller rotates. Let that just affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = false; + bUseControllerRotationRoll = false; + + // Configure character movement + GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint + // instead of recompiling to adjust them + GetCharacterMovement()->JumpZVelocity = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f; + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm + + // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) + // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) +} + +void APuzzle_IslandCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void APuzzle_IslandCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) { + + // Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + // Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APuzzle_IslandCharacter::Move); + + // Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APuzzle_IslandCharacter::Look); + } + else + { + UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this)); + } +} + +void APuzzle_IslandCharacter::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // find out which way is forward + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0, Rotation.Yaw, 0); + + // get forward vector + const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); + + // get right vector + const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); + + // add movement + AddMovementInput(ForwardDirection, MovementVector.Y); + AddMovementInput(RightDirection, MovementVector.X); + } +} + +void APuzzle_IslandCharacter::Look(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D LookAxisVector = Value.Get(); + + if (Controller != nullptr) + { + // add yaw and pitch input to controller + AddControllerYawInput(LookAxisVector.X); + AddControllerPitchInput(LookAxisVector.Y); + } +} \ No newline at end of file diff --git a/Source/Puzzle_Island/Puzzle_IslandCharacter.h b/Source/Puzzle_Island/Puzzle_IslandCharacter.h new file mode 100644 index 0000000..c5b63fe --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_IslandCharacter.h @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "Logging/LogMacros.h" +#include "Puzzle_IslandCharacter.generated.h" + +class USpringArmComponent; +class UCameraComponent; +class UInputMappingContext; +class UInputAction; +struct FInputActionValue; + +DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); + +UCLASS(config=Game) +class APuzzle_IslandCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + UCameraComponent* FollowCamera; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* LookAction; + +public: + APuzzle_IslandCharacter(); + + +protected: + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); + +public: + /** Returns CameraBoom subobject **/ + FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } +}; + diff --git a/Source/Puzzle_Island/Puzzle_IslandGameMode.cpp b/Source/Puzzle_Island/Puzzle_IslandGameMode.cpp new file mode 100644 index 0000000..b2bde2e --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_IslandGameMode.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Puzzle_IslandGameMode.h" +#include "Puzzle_IslandCharacter.h" +#include "UObject/ConstructorHelpers.h" + +APuzzle_IslandGameMode::APuzzle_IslandGameMode() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/Source/Puzzle_Island/Puzzle_IslandGameMode.h b/Source/Puzzle_Island/Puzzle_IslandGameMode.h new file mode 100644 index 0000000..02ca216 --- /dev/null +++ b/Source/Puzzle_Island/Puzzle_IslandGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "Puzzle_IslandGameMode.generated.h" + +UCLASS(minimalapi) +class APuzzle_IslandGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + APuzzle_IslandGameMode(); +}; + + + diff --git a/Source/Puzzle_IslandEditor.Target.cs b/Source/Puzzle_IslandEditor.Target.cs new file mode 100644 index 0000000..73ad977 --- /dev/null +++ b/Source/Puzzle_IslandEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class Puzzle_IslandEditorTarget : TargetRules +{ + public Puzzle_IslandEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V4; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3; + ExtraModuleNames.Add("Puzzle_Island"); + } +} diff --git a/UpgradeLog.htm b/UpgradeLog.htm new file mode 100644 index 0000000..2d2da1f --- /dev/null +++ b/UpgradeLog.htm @@ -0,0 +1,330 @@ + + + + Informe de migración +

+ Informe de migración -

Información general

ProyectoRuta de accesoErroresAdvertenciasMensajes
SoluciónPuzzle_Island.sln012
Android.Automation..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj000
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AutomationAutomation000
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Turnkey.Automation..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj000
TVOS.Automation..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj000
UE5Intermediate\ProjectFiles\UE5.vcxproj000
UE5ProgramRules..\..\..\Games\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj000
UE5Rules..\..\..\Games\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj000
UnrealBuildTool..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj000
UnrealBuildTool.PluginsUnrealBuildTool.Plugins000
VisualizersVisualizers000
Win.Automation..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj000
XLocLocalization.Automation..\..\..\Games\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj000

Solución y proyectos

Solución

Mensaje
Puzzle_Island.sln: + Visual Studio debe hacer cambios no funcionales en este proyecto para poder abrirlo en versiones posteriores a Visual Studio 2010 SP1 sin que su comportamiento se vea afectado.
+ Mostrar 2 mensajes adicionales +
Puzzle_Island.sln: + Se realizó correctamente la copia de seguridad del archivo D:\UE5\project-puzzle-island\Puzzle_Island\Backup\Puzzle_Island.sln
Puzzle_Island.sln: + La solución se migró correctamente
+ Ocultar 2 mensajes adicionales +

Android.Automation

Mensaje
Android.Automation no registró mensajes. +

Apple.Automation

Mensaje
Apple.Automation no registró mensajes. +

Automation

Mensaje
Automation no registró mensajes. +

AutomationScripts.Automation

Mensaje
AutomationScripts.Automation no registró mensajes. +

AutomationTool

Mensaje
AutomationTool no registró mensajes. +

AutomationUtils.Automation

Mensaje
AutomationUtils.Automation no registró mensajes. +

BuildGraph.Automation

Mensaje
BuildGraph.Automation no registró mensajes. +

CookedEditor.Automation

Mensaje
CookedEditor.Automation no registró mensajes. +

CrowdinLocalization.Automation

Mensaje
CrowdinLocalization.Automation no registró mensajes. +

Engine

Mensaje
Engine no registró mensajes. +

EpicGames.AspNet

Mensaje
EpicGames.AspNet no registró mensajes. +

EpicGames.Box

Mensaje
EpicGames.Box no registró mensajes. +

EpicGames.Build

Mensaje
EpicGames.Build no registró mensajes. +

EpicGames.BuildGraph

Mensaje
EpicGames.BuildGraph no registró mensajes. +

EpicGames.Core

Mensaje
EpicGames.Core no registró mensajes. +

EpicGames.Horde

Mensaje
EpicGames.Horde no registró mensajes. +

EpicGames.IoHash

Mensaje
EpicGames.IoHash no registró mensajes. +

EpicGames.Jupiter

Mensaje
EpicGames.Jupiter no registró mensajes. +

EpicGames.MongoDB

Mensaje
EpicGames.MongoDB no registró mensajes. +

EpicGames.MsBuild

Mensaje
EpicGames.MsBuild no registró mensajes. +

EpicGames.OIDC

Mensaje
EpicGames.OIDC no registró mensajes. +

EpicGames.Oodle

Mensaje
EpicGames.Oodle no registró mensajes. +

EpicGames.Perforce

Mensaje
EpicGames.Perforce no registró mensajes. +

EpicGames.Perforce.Fixture

Mensaje
EpicGames.Perforce.Fixture no registró mensajes. +

EpicGames.Perforce.Managed

Mensaje
EpicGames.Perforce.Managed no registró mensajes. +

EpicGames.Redis

Mensaje
EpicGames.Redis no registró mensajes. +

EpicGames.Serialization

Mensaje
EpicGames.Serialization no registró mensajes. +

EpicGames.Slack

Mensaje
EpicGames.Slack no registró mensajes. +

EpicGames.Tracing

Mensaje
EpicGames.Tracing no registró mensajes. +

EpicGames.UHT

Mensaje
EpicGames.UHT no registró mensajes. +

Games

Mensaje
Games no registró mensajes. +

Gauntlet.Automation

Mensaje
Gauntlet.Automation no registró mensajes. +

IOS.Automation

Mensaje
IOS.Automation no registró mensajes. +

Linux.Automation

Mensaje
Linux.Automation no registró mensajes. +

Localization.Automation

Mensaje
Localization.Automation no registró mensajes. +

LowLevelTests.Automation

Mensaje
LowLevelTests.Automation no registró mensajes. +

Mac.Automation

Mensaje
Mac.Automation no registró mensajes. +

OneSkyLocalization.Automation

Mensaje
OneSkyLocalization.Automation no registró mensajes. +

Programs

Mensaje
Programs no registró mensajes. +

Puzzle_Island

Mensaje
Puzzle_Island no registró mensajes. +

Puzzle_IslandModuleRules

Mensaje
Puzzle_IslandModuleRules no registró mensajes. +

Rules

Mensaje
Rules no registró mensajes. +

ScriptGeneratorUbtPlugin.ubtplugin

Mensaje
ScriptGeneratorUbtPlugin.ubtplugin no registró mensajes. +

Shared

Mensaje
Shared no registró mensajes. +

SmartlingLocalization.Automation

Mensaje
SmartlingLocalization.Automation no registró mensajes. +

SteamDeck.Automation

Mensaje
SteamDeck.Automation no registró mensajes. +

Turnkey.Automation

Mensaje
Turnkey.Automation no registró mensajes. +

TVOS.Automation

Mensaje
TVOS.Automation no registró mensajes. +

UE5

Mensaje
UE5 no registró mensajes. +

UE5ProgramRules

Mensaje
UE5ProgramRules no registró mensajes. +

UE5Rules

Mensaje
UE5Rules no registró mensajes. +

UnrealBuildTool

Mensaje
UnrealBuildTool no registró mensajes. +

UnrealBuildTool.Plugins

Mensaje
UnrealBuildTool.Plugins no registró mensajes. +

Visualizers

Mensaje
Visualizers no registró mensajes. +

Win.Automation

Mensaje
Win.Automation no registró mensajes. +

XLocLocalization.Automation

Mensaje
XLocLocalization.Automation no registró mensajes. +
\ No newline at end of file diff --git a/test.txt b/test.txt deleted file mode 100644 index e69de29..0000000