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Merge pull request #366 from dyanikoglu/dev
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Hotfix v4.23.2
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dyanikoglu authored Mar 7, 2022
2 parents 423bc4d + 0ea77f5 commit 9cb3622
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Showing 16 changed files with 52 additions and 51 deletions.
2 changes: 1 addition & 1 deletion ALSV4_CPP.uplugin
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "4.23.1",
"VersionName": "4.23.2",
"FriendlyName": "Advanced Locomotion System Community",
"Description": "Performance optimized community version of LongmireLocomotion's Advanced Locomotion System V4",
"Category": "Animation",
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3 changes: 2 additions & 1 deletion Source/ALSV4_CPP/Private/Character/ALSPlayerController.cpp
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Expand Up @@ -7,6 +7,7 @@
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputMappingContext.h"
#include "Engine/LocalPlayer.h"
#include "AI/ALSAIController.h"
#include "Character/ALSCharacter.h"
#include "Character/ALSPlayerCameraManager.h"
Expand Down Expand Up @@ -62,7 +63,7 @@ void AALSPlayerController::SetupInputComponent()
}
else
{
UE_LOG(LogTemp, Error, TEXT("ALS Community requires Enhanced Input System to be activated in project settings to function properly"));
UE_LOG(LogTemp, Fatal, TEXT("ALS Community requires Enhanced Input System to be activated in project settings to function properly"));
}
}

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2 changes: 1 addition & 1 deletion Source/ALSV4_CPP/Public/AI/ALSAIController.h
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Expand Up @@ -21,7 +21,7 @@ class ALSV4_CPP_API AALSAIController : public AAIController
AALSAIController();

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AI")
UBehaviorTree* Behaviour = nullptr;
TObjectPtr<UBehaviorTree> Behaviour = nullptr;

protected:
virtual void OnPossess(APawn* InPawn) override;
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8 changes: 4 additions & 4 deletions Source/ALSV4_CPP/Public/Character/ALSBaseCharacter.h
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Expand Up @@ -420,7 +420,7 @@ class ALSV4_CPP_API AALSBaseCharacter : public ACharacter
protected:
/* Custom movement component*/
UPROPERTY()
UALSCharacterMovementComponent* MyCharacterMovementComponent;
TObjectPtr<UALSCharacterMovementComponent> MyCharacterMovementComponent;

/** Input */

Expand Down Expand Up @@ -503,7 +503,7 @@ class ALSV4_CPP_API AALSBaseCharacter : public ACharacter

/** Replicated Skeletal Mesh Information*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Skeletal Mesh", ReplicatedUsing = OnRep_VisibleMesh)
USkeletalMesh* VisibleMesh = nullptr;
TObjectPtr<USkeletalMesh> VisibleMesh = nullptr;

/** State Values */

Expand Down Expand Up @@ -604,7 +604,7 @@ class ALSV4_CPP_API AALSBaseCharacter : public ACharacter
float PreviousAimYaw = 0.0f;

UPROPERTY(BlueprintReadOnly, Category = "ALS|Camera")
UALSPlayerCameraBehavior* CameraBehavior;
TObjectPtr<UALSPlayerCameraBehavior> CameraBehavior;

/** Last time the 'first' crouch/roll button is pressed */
float LastStanceInputTime = 0.0f;
Expand All @@ -620,5 +620,5 @@ class ALSV4_CPP_API AALSBaseCharacter : public ACharacter

private:
UPROPERTY()
UALSDebugComponent* ALSDebugComponent = nullptr;
TObjectPtr<UALSDebugComponent> ALSDebugComponent = nullptr;
};
6 changes: 3 additions & 3 deletions Source/ALSV4_CPP/Public/Character/ALSCharacter.h
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Expand Up @@ -53,13 +53,13 @@ class ALSV4_CPP_API AALSCharacter : public AALSBaseCharacter

public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component")
USceneComponent* HeldObjectRoot = nullptr;
TObjectPtr<USceneComponent> HeldObjectRoot = nullptr;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component")
USkeletalMeshComponent* SkeletalMesh = nullptr;
TObjectPtr<USkeletalMeshComponent> SkeletalMesh = nullptr;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component")
UStaticMeshComponent* StaticMesh = nullptr;
TObjectPtr<UStaticMeshComponent> StaticMesh = nullptr;

private:
bool bNeedsColorReset = false;
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6 changes: 3 additions & 3 deletions Source/ALSV4_CPP/Public/Character/ALSPlayerCameraManager.h
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Expand Up @@ -44,10 +44,10 @@ class ALSV4_CPP_API AALSPlayerCameraManager : public APlayerCameraManager

public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "ALS|Camera")
AALSBaseCharacter* ControlledCharacter = nullptr;
TObjectPtr<AALSBaseCharacter> ControlledCharacter = nullptr;

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "ALS|Camera")
USkeletalMeshComponent* CameraBehavior = nullptr;
TObjectPtr<USkeletalMeshComponent> CameraBehavior = nullptr;

protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera")
Expand All @@ -73,5 +73,5 @@ class ALSV4_CPP_API AALSPlayerCameraManager : public APlayerCameraManager

private:
UPROPERTY()
UALSDebugComponent* ALSDebugComponent = nullptr;
TObjectPtr<UALSDebugComponent> ALSDebugComponent = nullptr;
};
8 changes: 4 additions & 4 deletions Source/ALSV4_CPP/Public/Character/ALSPlayerController.h
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Expand Up @@ -111,12 +111,12 @@ class ALSV4_CPP_API AALSPlayerController : public APlayerController

public:
/** Main character reference */
UPROPERTY(BlueprintReadOnly)
AALSBaseCharacter* PossessedCharacter = nullptr;
UPROPERTY(BlueprintReadOnly, Category = "ALS")
TObjectPtr<AALSBaseCharacter> PossessedCharacter = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
UInputMappingContext* DefaultInputMappingContext = nullptr;
TObjectPtr<UInputMappingContext> DefaultInputMappingContext = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
UInputMappingContext* DebugInputMappingContext = nullptr;
TObjectPtr<UInputMappingContext> DebugInputMappingContext = nullptr;
};
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,7 @@ class ALSV4_CPP_API UALSCharacterAnimInstance : public UAnimInstance
public:
/** References */
UPROPERTY(BlueprintReadOnly, Category = "Read Only Data|Character Information")
AALSBaseCharacter* Character = nullptr;
TObjectPtr<AALSBaseCharacter> Character = nullptr;

/** Character Information */
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Read Only Data|Character Information", Meta = (
Expand Down Expand Up @@ -252,34 +252,34 @@ class ALSV4_CPP_API UALSCharacterAnimInstance : public UAnimInstance
/** Blend Curves */

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* DiagonalScaleAmountCurve = nullptr;
TObjectPtr<UCurveFloat> DiagonalScaleAmountCurve = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* StrideBlend_N_Walk = nullptr;
TObjectPtr<UCurveFloat> StrideBlend_N_Walk = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* StrideBlend_N_Run = nullptr;
TObjectPtr<UCurveFloat> StrideBlend_N_Run = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* StrideBlend_C_Walk = nullptr;
TObjectPtr<UCurveFloat> StrideBlend_C_Walk = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* LandPredictionCurve = nullptr;
TObjectPtr<UCurveFloat> LandPredictionCurve = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveFloat* LeanInAirCurve = nullptr;
TObjectPtr<UCurveFloat> LeanInAirCurve = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveVector* YawOffset_FB = nullptr;
TObjectPtr<UCurveVector> YawOffset_FB = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Blend Curves")
UCurveVector* YawOffset_LR = nullptr;
TObjectPtr<UCurveVector> YawOffset_LR = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Dynamic Transition")
UAnimSequenceBase* TransitionAnim_R = nullptr;
TObjectPtr<UAnimSequenceBase> TransitionAnim_R = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Dynamic Transition")
UAnimSequenceBase* TransitionAnim_L = nullptr;
TObjectPtr<UAnimSequenceBase> TransitionAnim_L = nullptr;

/** IK Bone Names */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Configuration|Anim Graph - Foot IK")
Expand All @@ -298,5 +298,5 @@ class ALSV4_CPP_API UALSCharacterAnimInstance : public UAnimInstance
bool bCanPlayDynamicTransition = true;

UPROPERTY()
UALSDebugComponent* ALSDebugComponent = nullptr;
TObjectPtr<UALSDebugComponent> ALSDebugComponent = nullptr;
};
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ class ALSV4_CPP_API UALSAnimNotifyFootstep : public UAnimNotify

public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings")
UDataTable* HitDataTable;
TObjectPtr<UDataTable> HitDataTable;

static FName NAME_Foot_R;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Socket")
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Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ class ALSV4_CPP_API UALSNotifyStateEarlyBlendOut : public UAnimNotifyState

public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify)
UAnimMontage* ThisMontage = nullptr;
TObjectPtr<UAnimMontage> ThisMontage = nullptr;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify)
float BlendOutTime = 0.25f;
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12 changes: 6 additions & 6 deletions Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ class ALSV4_CPP_API UALSDebugComponent : public UActorComponent

void BeginPlay() override;

UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "ALS|Debug")
void OnPlayerControllerInitialized(APlayerController* Controller);

virtual void TickComponent(float DeltaTime, ELevelTick TickType,
Expand Down Expand Up @@ -135,7 +135,7 @@ class ALSV4_CPP_API UALSDebugComponent : public UActorComponent

public:
UPROPERTY(BlueprintReadOnly, Category = "ALS|Debug")
AALSBaseCharacter* OwnerCharacter;
TObjectPtr<AALSBaseCharacter> OwnerCharacter;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Debug")
bool bSlomo = false;
Expand All @@ -147,13 +147,13 @@ class ALSV4_CPP_API UALSDebugComponent : public UActorComponent
bool bShowCharacterInfo = false;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Debug")
USkeletalMesh* DebugSkeletalMesh = nullptr;
TObjectPtr<USkeletalMesh> DebugSkeletalMesh = nullptr;

UPROPERTY(BlueprintReadOnly, Category = "ALS|Debug")
TArray<AALSBaseCharacter*> AvailableDebugCharacters;
TArray<TObjectPtr<AALSBaseCharacter>> AvailableDebugCharacters;

UPROPERTY(BlueprintReadOnly, Category = "ALS|Debug")
AALSBaseCharacter* DebugFocusCharacter = nullptr;
TObjectPtr<AALSBaseCharacter> DebugFocusCharacter = nullptr;
private:
static bool bDebugView;

Expand All @@ -168,7 +168,7 @@ class ALSV4_CPP_API UALSDebugComponent : public UActorComponent
bool bDebugMeshVisible = false;

UPROPERTY()
USkeletalMesh* DefaultSkeletalMesh = nullptr;
TObjectPtr<USkeletalMesh> DefaultSkeletalMesh = nullptr;

/// Stores the index, which is used to select the next focused debug ALSBaseCharacter.
/// If no characters where found during BeginPlay the value should be set to INDEX_NONE.
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8 changes: 4 additions & 4 deletions Source/ALSV4_CPP/Public/Components/ALSMantleComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ class ALSV4_CPP_API UALSMantleComponent : public UActorComponent

protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Mantle System")
UTimelineComponent* MantleTimeline = nullptr;
TObjectPtr<UTimelineComponent> MantleTimeline = nullptr;

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System")
FALSMantleTraceSettings GroundedTraceSettings;
Expand All @@ -77,7 +77,7 @@ class ALSV4_CPP_API UALSMantleComponent : public UActorComponent
FALSMantleTraceSettings FallingTraceSettings;

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System")
UCurveFloat* MantleTimelineCurve;
TObjectPtr<UCurveFloat> MantleTimelineCurve;

static FName NAME_IgnoreOnlyPawn;
/** Profile to use to detect objects we allow mantling */
Expand Down Expand Up @@ -108,8 +108,8 @@ class ALSV4_CPP_API UALSMantleComponent : public UActorComponent

private:
UPROPERTY()
AALSBaseCharacter* OwnerCharacter;
TObjectPtr<AALSBaseCharacter> OwnerCharacter;

UPROPERTY()
UALSDebugComponent* ALSDebugComponent = nullptr;
TObjectPtr<UALSDebugComponent> ALSDebugComponent = nullptr;
};
4 changes: 2 additions & 2 deletions Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ struct FALSDynamicMontageParams
GENERATED_BODY()

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
UAnimSequenceBase* Animation = nullptr;
TObjectPtr<UAnimSequenceBase> Animation = nullptr;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
float BlendInTime = 0.0f;
Expand Down Expand Up @@ -69,7 +69,7 @@ struct FALSTurnInPlaceAsset
GENERATED_BODY()

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
UAnimSequenceBase* Animation = nullptr;
TObjectPtr<UAnimSequenceBase> Animation = nullptr;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
float AnimatedAngle = 0.0f;
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16 changes: 8 additions & 8 deletions Source/ALSV4_CPP/Public/Library/ALSCharacterStructLibrary.h
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ struct FALSComponentAndTransform
FTransform Transform;

UPROPERTY(EditAnywhere, Category = "Character Struct Library")
UPrimitiveComponent* Component = nullptr;
TObjectPtr<UPrimitiveComponent> Component = nullptr;
};

USTRUCT(BlueprintType)
Expand Down Expand Up @@ -93,10 +93,10 @@ struct FALSMantleAsset
GENERATED_BODY()

UPROPERTY(EditAnywhere, Category = "Mantle System")
UAnimMontage* AnimMontage = nullptr;
TObjectPtr<UAnimMontage> AnimMontage = nullptr;

UPROPERTY(EditAnywhere, Category = "Mantle System")
UCurveVector* PositionCorrectionCurve = nullptr;
TObjectPtr<UCurveVector> PositionCorrectionCurve = nullptr;

UPROPERTY(EditAnywhere, Category = "Mantle System")
FVector StartingOffset;
Expand Down Expand Up @@ -126,10 +126,10 @@ struct FALSMantleParams
GENERATED_BODY()

UPROPERTY(EditAnywhere, Category = "Mantle System")
UAnimMontage* AnimMontage = nullptr;
TObjectPtr<UAnimMontage> AnimMontage = nullptr;

UPROPERTY(EditAnywhere, Category = "Mantle System")
UCurveVector* PositionCorrectionCurve = nullptr;
TObjectPtr<UCurveVector> PositionCorrectionCurve = nullptr;

UPROPERTY(EditAnywhere, Category = "Mantle System")
float StartingPosition = 0.0f;
Expand Down Expand Up @@ -177,10 +177,10 @@ struct FALSMovementSettings
float SprintSpeed = 0.0f;

UPROPERTY(EditAnywhere, Category = "Movement Settings")
UCurveVector* MovementCurve = nullptr;
TObjectPtr<UCurveVector> MovementCurve = nullptr;

UPROPERTY(EditAnywhere, Category = "Movement Settings")
UCurveFloat* RotationRateCurve = nullptr;
TObjectPtr<UCurveFloat> RotationRateCurve = nullptr;

float GetSpeedForGait(const EALSGait Gait) const
{
Expand Down Expand Up @@ -231,7 +231,7 @@ struct FALSRotateInPlaceAsset
GENERATED_BODY()

UPROPERTY(EditAnywhere, Category = "Rotation System")
UAnimSequenceBase* Animation = nullptr;
TObjectPtr<UAnimSequenceBase> Animation = nullptr;

UPROPERTY(EditAnywhere, Category = "Rotation System")
FName SlotName;
Expand Down

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