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:
Shaun Reed 2022-01-12 17:33:37 -05:00
parent e1737bd37f
commit f1695a165e
19 changed files with 276 additions and 9 deletions

8
.gitignore vendored
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@ -1,3 +1,11 @@
# Custom ignores
**/cmake-build-debug/**
.idea
out
build
CMakeLists.txt
# Default UE4 generated .ignores
Binaries
DerivedDataCache
Intermediate

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@ -1,7 +1,10 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=467E2A14A3B54EB78FE52E4DC9F8CBE4
ProjectName=Third Person BP Game Template
CopyrightNotice=All content (c) Shaun Reed 2021, all rights reserved
LicensingTerms=MIT
[StartupActions]
bAddPacks=True
InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")

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@ -1,5 +1,20 @@
[/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="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))
+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))
@ -90,12 +105,6 @@
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",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
@ -131,6 +140,8 @@ DoubleClickTime=0.200000
+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Thumbstick_Click)
+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Thumbstick_Click)
+ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Bumper)
+ActionMappings=(ActionName="SpawnActors",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
+ActionMappings=(ActionName="DestroyActors",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up)
@ -163,7 +174,9 @@ DoubleClickTime=0.200000
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_X)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_X)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Left_Trackpad_X)
DefaultPlayerInputClass=/Script/Engine.PlayerInput
DefaultInputComponentClass=/Script/Engine.InputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde

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// All content (c) Shaun Reed 2021, all rights reserved
using UnrealBuildTool;
using System.Collections.Generic;
public class ThirdPersonTarget : TargetRules
{
public ThirdPersonTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "ThirdPerson" } );
}
}

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// All content (c) Shaun Reed 2021, all rights reserved
#include "ActorSpawner.h"
// Include the header file from the actor we want to spawn
#include "BallActor.h"
// Engine includes
#include "Components/BoxComponent.h"
// Sets default values
AActorSpawner::AActorSpawner()
{
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
SpawnVolume = CreateDefaultSubobject<UBoxComponent>(TEXT("SpawnVolume"));
SpawnVolume->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
void AActorSpawner::SpawnActor()
{
// Get initial position and rotation, then spawn the actor
FVector SpawnLocation = GetActorLocation();
FRotator SpawnRotation = GetActorRotation();
GetWorld()->SpawnActor<ABallActor>(SpawnLocation, SpawnRotation);
}
// Called when the game starts or when spawned
void AActorSpawner::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AActorSpawner::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// All content (c) Shaun Reed 2021, all rights reserved
#include "BallActor.h"
#include "Components/SphereComponent.h"
#include "Particles/ParticleSystemComponent.h"
// Sets default values
ABallActor::ABallActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Attach a sphere with the name 'Sphere'
SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
// Attach a static mesh component with the name 'MeshComp'; etc..
StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
ParticleComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleComp"));
// Attach the sphere to the root position of this Actor and configure settings
SphereComp->SetupAttachment(RootComponent);
SphereComp->SetSimulatePhysics(true);
SphereComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
// Attach the static mesh to the sphere
StaticMeshComp->AttachToComponent(SphereComp, FAttachmentTransformRules::KeepRelativeTransform);
// Attach the particle system to the static mesh
ParticleComp->AttachToComponent(StaticMeshComp, FAttachmentTransformRules::KeepRelativeTransform);
// Set sphere radius to be smaller size in line with the static mesh (?)
SphereComp->SetSphereRadius(16.0f * this->sizeScale);
StaticMeshComp->SetRelativeLocation(FVector(0.0f, 0.0f, -12.0f));
StaticMeshComp->SetRelativeScale3D(FVector(0.25f, 0.25f, 0.25f));
static ConstructorHelpers::FObjectFinder<UStaticMesh>SphereMeshAsset(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'"));
StaticMeshComp->SetStaticMesh(SphereMeshAsset.Object);
static ConstructorHelpers::FObjectFinder<UParticleSystem>ParticleCompAsset(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Fire.P_Fire'"));
ParticleComp->SetTemplate(ParticleCompAsset.Object);
}
// Called when the game starts or when spawned
void ABallActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABallActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// All content (c) Shaun Reed 2021, all rights reserved
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ActorSpawner.generated.h"
UCLASS(Blueprintable)
class THIRDPERSON_API AActorSpawner : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AActorSpawner();
UFUNCTION(BlueprintCallable, Category = "Spawn")
void SpawnActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
class UBoxComponent* SpawnVolume;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// All content (c) Shaun Reed 2021, all rights reserved
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BallActor.generated.h"
UCLASS()
class THIRDPERSON_API ABallActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABallActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float sizeScale = 1.0;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
class USphereComponent* SphereComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* StaticMeshComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
class UParticleSystemComponent* ParticleComp;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// All content (c) Shaun Reed 2021, all rights reserved
using UnrealBuildTool;
public class ThirdPerson : ModuleRules
{
public ThirdPerson(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// All content (c) Shaun Reed 2021, all rights reserved
#include "ThirdPerson.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ThirdPerson, "ThirdPerson" );

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// All content (c) Shaun Reed 2021, all rights reserved
#pragma once
#include "CoreMinimal.h"

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// All content (c) Shaun Reed 2021, all rights reserved
using UnrealBuildTool;
using System.Collections.Generic;
public class ThirdPersonEditorTarget : TargetRules
{
public ThirdPersonEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "ThirdPerson" } );
}
}

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@ -2,5 +2,15 @@
"FileVersion": 3,
"EngineAssociation": "4.27",
"Category": "",
"Description": ""
"Description": "",
"Modules": [
{
"Name": "ThirdPerson",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
]
}