diff --git a/Carwatch.uproject b/Carwatch.uproject new file mode 100644 index 0000000..88abfce --- /dev/null +++ b/Carwatch.uproject @@ -0,0 +1,18 @@ +{ + "FileVersion": 3, + "EngineAssociation": "4.18", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "Carwatch", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "TargetPlatforms": [ + "WindowsNoEditor", + "MacNoEditor", + "LinuxNoEditor" + ] +} \ No newline at end of file diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..bc7ef0d --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,10 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap + +[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..220a551 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/FirstPerson \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..edee404 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,75 @@ +[/Script/Engine.CollisionProfile] ++Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles",bCanModify=True) ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) ++EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore))) + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/Level.Level +LocalMapOptions= +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GameInstanceClass=/Script/Engine.GameInstance +GameDefaultMap=/Game/Level.Level +ServerDefaultMap=/Engine/Maps/Entry +GlobalDefaultGameMode=/Script/Carwatch.CarwatchGameMode +GlobalDefaultServerGameMode=None + + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/Carwatch") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/Carwatch") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="CarwatchProjectile") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonHUD",NewClassName="CarwatchHUD") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="CarwatchGameMode") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="CarwatchCharacter") + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.PhysicsSettings] +DefaultGravityZ=-980.000000 +DefaultTerminalVelocity=4000.000000 +DefaultFluidFriction=0.300000 +SimulateScratchMemorySize=262144 +RagdollAggregateThreshold=4 +TriangleMeshTriangleMinAreaThreshold=5.000000 +bEnableAsyncScene=False +bEnableShapeSharing=False +bEnablePCM=True +bEnableStabilization=False +bWarnMissingLocks=True +bEnable2DPhysics=False +LockedAxis=Invalid +DefaultDegreesOfFreedom=Full3D +BounceThresholdVelocity=200.000000 +FrictionCombineMode=Average +RestitutionCombineMode=Average +MaxAngularVelocity=3600.000000 +MaxDepenetrationVelocity=0.000000 +ContactOffsetMultiplier=0.020000 +MinContactOffset=2.000000 +MaxContactOffset=8.000000 +bSimulateSkeletalMeshOnDedicatedServer=True +DefaultShapeComplexity=CTF_UseSimpleAndComplex +bDefaultHasComplexCollision=True +bSuppressFaceRemapTable=False +bSupportUVFromHitResults=False +bDisableActiveActors=False +bDisableCCD=False +bEnableEnhancedDeterminism=False +MaxPhysicsDeltaTime=0.033333 +bSubstepping=False +bSubsteppingAsync=False +MaxSubstepDeltaTime=0.016667 +MaxSubsteps=6 +SyncSceneSmoothingFactor=0.000000 +AsyncSceneSmoothingFactor=0.990000 +InitialAverageFrameRate=0.016667 +PhysXTreeRebuildRate=10 + + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..65c30ab --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,20 @@ +[ProjectSettings] +ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708) +ProjectName=First Person Template + + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=1F4E995E4CA3E0AC197ADEA706AED5FA +ProjectName=Carwatch +ProjectVersion=1.0 +CopyrightNotice=2018, Copyright Wolf and ZetaKebab +ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "689206304322FA768F4ACB8FD97303FD", "Carwatch") +bAllowWindowResize=False +bAllowMaximize=False +bUseBorderlessWindow=False + +[/Script/MoviePlayer.MoviePlayerSettings] +bWaitForMoviesToComplete=True +bMoviesAreSkippable=False ++StartupMovies=intro + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..6bf18d0 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,31 @@ +[/Script/Engine.InputSettings] ++ActionMappings=(ActionName="Jump", Key=SpaceBar) ++ActionMappings=(ActionName="Jump", Key=Gamepad_FaceButton_Bottom) ++ActionMappings=(ActionName="Jump",Key=MotionController_Left_Trigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False) + ++ActionMappings=(ActionName="Fire", Key=LeftMouseButton) ++ActionMappings=(ActionName="Fire", Key=Gamepad_RightTrigger) ++ActionMappings=(ActionName="Fire",Key=MotionController_Right_Trigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False) + ++ActionMappings=(ActionName="ResetVR",Key=R,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ++ActionMappings=(ActionName="ResetVR",Key=MotionController_Left_Grip1,bShift=False,bCtrl=False,bAlt=False,bCmd=False) + ++AxisMappings=(AxisName="MoveForward", Key=W, Scale=1.f) ++AxisMappings=(AxisName="MoveForward", Key=S, Scale=-1.f) ++AxisMappings=(AxisName="MoveForward", Key=Up, Scale=1.f) ++AxisMappings=(AxisName="MoveForward", Key=Down, Scale=-1.f) ++AxisMappings=(AxisName="MoveForward", Key=Gamepad_LeftY, Scale=1.f) ++AxisMappings=(AxisName="MoveForward",Key=MotionController_Left_Thumbstick_Y,Scale=-1.000000) + ++AxisMappings=(AxisName="MoveRight", Key=A, Scale=-1.f) ++AxisMappings=(AxisName="MoveRight", Key=D, Scale=1.f) ++AxisMappings=(AxisName="MoveRight", Key=Gamepad_LeftX, Scale=1.f) ++AxisMappings=(AxisName="MoveRight",Key=MotionController_Left_Thumbstick_X,Scale=1.000000) + ++AxisMappings=(AxisName="TurnRate", Key=Gamepad_RightX, Scale=1.f) ++AxisMappings=(AxisName="TurnRate", Key=Left, Scale=-1.f) ++AxisMappings=(AxisName="TurnRate", Key=Right, Scale=1.f) ++AxisMappings=(AxisName="Turn", Key=MouseX, Scale=1.f) + ++AxisMappings=(AxisName="LookUpRate", Key=Gamepad_RightY, Scale=1.f) 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All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class CarwatchTarget : TargetRules +{ + public CarwatchTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + ExtraModuleNames.Add("Carwatch"); + } +} diff --git a/Source/Carwatch/Carwatch.Build.cs b/Source/Carwatch/Carwatch.Build.cs new file mode 100644 index 0000000..0d6d91d --- /dev/null +++ b/Source/Carwatch/Carwatch.Build.cs @@ -0,0 +1,13 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class Carwatch : ModuleRules +{ + public Carwatch(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); + } +} diff --git a/Source/Carwatch/Carwatch.cpp b/Source/Carwatch/Carwatch.cpp new file mode 100644 index 0000000..1a0f286 --- /dev/null +++ b/Source/Carwatch/Carwatch.cpp @@ -0,0 +1,7 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#include "Carwatch.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Carwatch, "Carwatch" ); + \ No newline at end of file diff --git a/Source/Carwatch/Carwatch.h b/Source/Carwatch/Carwatch.h new file mode 100644 index 0000000..25b0d29 --- /dev/null +++ b/Source/Carwatch/Carwatch.h @@ -0,0 +1,5 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/Carwatch/CarwatchCharacter.cpp b/Source/Carwatch/CarwatchCharacter.cpp new file mode 100644 index 0000000..6af2bc1 --- /dev/null +++ b/Source/Carwatch/CarwatchCharacter.cpp @@ -0,0 +1,63 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#include "CarwatchCharacter.h" +#include "Animation/AnimInstance.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/InputSettings.h" +#include "HeadMountedDisplayFunctionLibrary.h" +#include "Kismet/GameplayStatics.h" +#include "MotionControllerComponent.h" + +DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All); + +ACarwatchCharacter::ACarwatchCharacter() { + GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); + + BaseTurnRate = 45.f; + BaseLookUpRate = 45.f; + + FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); + FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); + + FirstPersonCameraComponent->RelativeLocation = FVector(-40.f, 1.7f, 333.f); + FirstPersonCameraComponent->RelativeRotation = FRotator(-21.5f, 0.f, 0.f); + + FirstPersonCameraComponent->bUsePawnControlRotation = true; +} + +void ACarwatchCharacter::BeginPlay() { + Super::BeginPlay(); +} + +void ACarwatchCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) { + check(PlayerInputComponent); + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); + PlayerInputComponent->BindAxis("MoveForward", this, &ACarwatchCharacter::MoveForward); + PlayerInputComponent->BindAxis("MoveRight", this, &ACarwatchCharacter::MoveRight); + PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); + PlayerInputComponent->BindAxis("TurnRate", this, &ACarwatchCharacter::TurnAtRate); + PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); + PlayerInputComponent->BindAxis("LookUpRate", this, &ACarwatchCharacter::LookUpAtRate); +} + +void ACarwatchCharacter::MoveForward(float Value) { + if (Value != 0.0f) + AddMovementInput(GetActorForwardVector(), Value); +} + +void ACarwatchCharacter::MoveRight(float Value) { + if (Value != 0.0f) { + AddMovementInput(GetActorRightVector(), Value); + } +} + +void ACarwatchCharacter::TurnAtRate(float Rate) { + AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); +} + +void ACarwatchCharacter::LookUpAtRate(float Rate) { + AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); +} diff --git a/Source/Carwatch/CarwatchCharacter.h b/Source/Carwatch/CarwatchCharacter.h new file mode 100644 index 0000000..292b570 --- /dev/null +++ b/Source/Carwatch/CarwatchCharacter.h @@ -0,0 +1,39 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "CarwatchCharacter.generated.h" + +class UInputComponent; + +UCLASS(config=Game) +class ACarwatchCharacter : public ACharacter +{ + GENERATED_BODY() + +public: + ACarwatchCharacter(); + virtual void BeginPlay(); + + void MoveForward(float Val); + void MoveRight(float Val); + void TurnAtRate(float Rate); + + void LookUpAtRate(float Rate); + + virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; + + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class UCameraComponent* FirstPersonCameraComponent; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera) + float BaseTurnRate; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera) + float BaseLookUpRate; + +}; + diff --git a/Source/Carwatch/CarwatchGameMode.cpp b/Source/Carwatch/CarwatchGameMode.cpp new file mode 100644 index 0000000..580e723 --- /dev/null +++ b/Source/Carwatch/CarwatchGameMode.cpp @@ -0,0 +1,10 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#include "CarwatchGameMode.h" +#include "CarwatchHUD.h" +#include "CarwatchCharacter.h" +#include "UObject/ConstructorHelpers.h" + +ACarwatchGameMode::ACarwatchGameMode() : Super() { + HUDClass = ACarwatchHUD::StaticClass(); +} diff --git a/Source/Carwatch/CarwatchGameMode.h b/Source/Carwatch/CarwatchGameMode.h new file mode 100644 index 0000000..d72f35c --- /dev/null +++ b/Source/Carwatch/CarwatchGameMode.h @@ -0,0 +1,19 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "CarwatchGameMode.generated.h" + +UCLASS(minimalapi) +class ACarwatchGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + ACarwatchGameMode(); +}; + + + diff --git a/Source/Carwatch/CarwatchHUD.cpp b/Source/Carwatch/CarwatchHUD.cpp new file mode 100644 index 0000000..c9ca7ae --- /dev/null +++ b/Source/Carwatch/CarwatchHUD.cpp @@ -0,0 +1,33 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#include "CarwatchHUD.h" +#include "Engine/Canvas.h" +#include "Engine/Texture2D.h" +#include "TextureResource.h" +#include "CanvasItem.h" +#include "UObject/ConstructorHelpers.h" + +ACarwatchHUD::ACarwatchHUD() +{ + // Set the crosshair texture + static ConstructorHelpers::FObjectFinder CrosshairTexObj(TEXT("Texture2D'/Game/FirstPersonCrosshair.FirstPersonCrosshair'")); + CrosshairTex = CrosshairTexObj.Object; +} + +void ACarwatchHUD::DrawHUD() +{ + Super::DrawHUD(); + + // Draw very simple crosshair + + // find center of the Canvas + const FVector2D Center(Canvas->ClipX * 0.5f, Canvas->ClipY * 0.5f); + + // offset by half the texture's dimensions so that the center of the texture aligns with the center of the Canvas + const FVector2D CrosshairDrawPosition( (Center.X), (Center.Y + 20.0f)); + + // draw the crosshair + FCanvasTileItem TileItem( CrosshairDrawPosition, CrosshairTex->Resource, FLinearColor::White); + TileItem.BlendMode = SE_BLEND_Translucent; + Canvas->DrawItem( TileItem ); +} diff --git a/Source/Carwatch/CarwatchHUD.h b/Source/Carwatch/CarwatchHUD.h new file mode 100644 index 0000000..9a4f083 --- /dev/null +++ b/Source/Carwatch/CarwatchHUD.h @@ -0,0 +1,25 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/HUD.h" +#include "CarwatchHUD.generated.h" + +UCLASS() +class ACarwatchHUD : public AHUD +{ + GENERATED_BODY() + +public: + ACarwatchHUD(); + + /** Primary draw call for the HUD */ + virtual void DrawHUD() override; + +private: + /** Crosshair asset pointer */ + class UTexture2D* CrosshairTex; + +}; + diff --git a/Source/CarwatchEditor.Target.cs b/Source/CarwatchEditor.Target.cs new file mode 100644 index 0000000..8a26e73 --- /dev/null +++ b/Source/CarwatchEditor.Target.cs @@ -0,0 +1,13 @@ +// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class CarwatchEditorTarget : TargetRules +{ + public CarwatchEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + ExtraModuleNames.Add("Carwatch"); + } +}