Spawn and delete fireballs using new keybinds
+ Follow UE4 example for spawning and destroying actors + https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/SpawnAndDestroyActors/ + This version uses hybrid C++ and Blueprints instead of doing one or the other + Functions to spawn and delete fireballs exposed by UFUNCTION() prefix
This commit is contained in:
parent
e1737bd37f
commit
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@ -1,3 +1,11 @@
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# Custom ignores
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**/cmake-build-debug/**
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.idea
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out
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build
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CMakeLists.txt
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# Default UE4 generated .ignores
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Binaries
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DerivedDataCache
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Intermediate
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@ -1,7 +1,10 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=467E2A14A3B54EB78FE52E4DC9F8CBE4
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ProjectName=Third Person BP Game Template
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CopyrightNotice=All content (c) Shaun Reed 2021, all rights reserved
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LicensingTerms=MIT
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[StartupActions]
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bAddPacks=True
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InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
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@ -1,5 +1,20 @@
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[/Script/Engine.InputSettings]
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-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
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-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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@ -90,12 +105,6 @@
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bUseMouseForTouch=False
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@ -131,6 +140,8 @@ DoubleClickTime=0.200000
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+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Thumbstick_Click)
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+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Thumbstick_Click)
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+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Bumper)
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+ActionMappings=(ActionName="SpawnActors",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
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+ActionMappings=(ActionName="DestroyActors",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_X)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_X)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Left_Trackpad_X)
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DefaultPlayerInputClass=/Script/Engine.PlayerInput
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DefaultInputComponentClass=/Script/Engine.InputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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@ -0,0 +1,15 @@
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// All content (c) Shaun Reed 2021, all rights reserved
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ThirdPersonTarget : TargetRules
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{
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public ThirdPersonTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "ThirdPerson" } );
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}
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}
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// All content (c) Shaun Reed 2021, all rights reserved
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#include "ActorSpawner.h"
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// Include the header file from the actor we want to spawn
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#include "BallActor.h"
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// Engine includes
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#include "Components/BoxComponent.h"
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// Sets default values
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AActorSpawner::AActorSpawner()
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{
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
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SpawnVolume = CreateDefaultSubobject<UBoxComponent>(TEXT("SpawnVolume"));
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SpawnVolume->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
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}
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void AActorSpawner::SpawnActor()
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{
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// Get initial position and rotation, then spawn the actor
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FVector SpawnLocation = GetActorLocation();
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FRotator SpawnRotation = GetActorRotation();
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GetWorld()->SpawnActor<ABallActor>(SpawnLocation, SpawnRotation);
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}
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// Called when the game starts or when spawned
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void AActorSpawner::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AActorSpawner::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// All content (c) Shaun Reed 2021, all rights reserved
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#include "BallActor.h"
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#include "Components/SphereComponent.h"
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#include "Particles/ParticleSystemComponent.h"
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// Sets default values
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ABallActor::ABallActor()
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{
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// Set this actor 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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// Attach a sphere with the name 'Sphere'
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SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
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// Attach a static mesh component with the name 'MeshComp'; etc..
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StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
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ParticleComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleComp"));
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// Attach the sphere to the root position of this Actor and configure settings
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SphereComp->SetupAttachment(RootComponent);
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SphereComp->SetSimulatePhysics(true);
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SphereComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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// Attach the static mesh to the sphere
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StaticMeshComp->AttachToComponent(SphereComp, FAttachmentTransformRules::KeepRelativeTransform);
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// Attach the particle system to the static mesh
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ParticleComp->AttachToComponent(StaticMeshComp, FAttachmentTransformRules::KeepRelativeTransform);
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// Set sphere radius to be smaller size in line with the static mesh (?)
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SphereComp->SetSphereRadius(16.0f * this->sizeScale);
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StaticMeshComp->SetRelativeLocation(FVector(0.0f, 0.0f, -12.0f));
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StaticMeshComp->SetRelativeScale3D(FVector(0.25f, 0.25f, 0.25f));
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static ConstructorHelpers::FObjectFinder<UStaticMesh>SphereMeshAsset(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'"));
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StaticMeshComp->SetStaticMesh(SphereMeshAsset.Object);
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static ConstructorHelpers::FObjectFinder<UParticleSystem>ParticleCompAsset(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Fire.P_Fire'"));
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ParticleComp->SetTemplate(ParticleCompAsset.Object);
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}
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// Called when the game starts or when spawned
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void ABallActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABallActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -0,0 +1,31 @@
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// All content (c) Shaun Reed 2021, all rights reserved
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "ActorSpawner.generated.h"
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UCLASS(Blueprintable)
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class THIRDPERSON_API AActorSpawner : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AActorSpawner();
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UFUNCTION(BlueprintCallable, Category = "Spawn")
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void SpawnActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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class UBoxComponent* SpawnVolume;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// All content (c) Shaun Reed 2021, all rights reserved
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "BallActor.generated.h"
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UCLASS()
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class THIRDPERSON_API ABallActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ABallActor();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float sizeScale = 1.0;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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class USphereComponent* SphereComp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UStaticMeshComponent* StaticMeshComp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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class UParticleSystemComponent* ParticleComp;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// All content (c) Shaun Reed 2021, all rights reserved
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using UnrealBuildTool;
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public class ThirdPerson : ModuleRules
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{
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public ThirdPerson(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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// All content (c) Shaun Reed 2021, all rights reserved
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#include "ThirdPerson.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ThirdPerson, "ThirdPerson" );
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// All content (c) Shaun Reed 2021, all rights reserved
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#pragma once
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#include "CoreMinimal.h"
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// All content (c) Shaun Reed 2021, all rights reserved
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ThirdPersonEditorTarget : TargetRules
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{
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public ThirdPersonEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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ExtraModuleNames.AddRange( new string[] { "ThirdPerson" } );
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}
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}
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"FileVersion": 3,
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"EngineAssociation": "4.27",
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"Category": "",
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"Description": ""
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"Description": "",
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"Modules": [
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{
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"Name": "ThirdPerson",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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]
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}
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Loading…
Reference in New Issue