diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..58552fa --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,8 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true \ No newline at end of file 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..366dd3e --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,39 @@ +[/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/FirstPersonCPP/Maps/FirstPersonExampleMap.FirstPersonExampleMap +LocalMapOptions= +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GameInstanceClass=/Script/Engine.GameInstance +GameDefaultMap=/Game/ProjetPANNER/Levels/L_EnviroTest_Eden.L_EnviroTest_Eden +ServerDefaultMap=/Engine/Maps/Entry +GlobalDefaultGameMode=/Game/ProjetPANNER/GameMode/GM_Panner.GM_Panner_C +GlobalDefaultServerGameMode=None + +[/Script/IOSRuntimeSettings.IOSRuntimeSettings] +MinimumiOSVersion=IOS_12 + + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/Panner") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/Panner") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="PannerProjectile") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonHUD",NewClassName="PannerHUD") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="PannerGameMode") ++ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="PannerCharacter") + +[/Script/Engine.RendererSettings] +r.DefaultFeature.AutoExposure=False + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..c56501e --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,10 @@ +[ProjectSettings] +ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708) +ProjectName=First Person Template + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=7E0A3B7C4BB9CE08B2B3CD96D57E905E + +[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..127a3cc --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,207 @@ + + +[/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="MagicLeap_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_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)) ++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="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,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="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",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="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,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="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusGo_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_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)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MagicLeap_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Select_Click) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Trackpad_Click) ++ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) ++ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Grip_Click) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Right_Trigger_Click) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Trigger_Click) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Trigger_Click) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Trigger_Click) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Trigger_Click) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Trigger) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Right_Trigger_Click) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Right_Trigger_Click) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Right_Trigger_Click) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Trackpad_Touch) ++ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Thumbstick_Click) ++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="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Trigger) ++ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Trackpad_Touch) ++ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Bumper) ++ActionMappings=(ActionName="Pick Up",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Z) ++AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up) ++AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Down) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=Q) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Daydream_Left_Trackpad_X) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) ++AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) ++AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) ++AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Daydream_Left_Trackpad_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Vive_Left_Trackpad_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MixedReality_Left_Thumbstick_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=OculusGo_Left_Trackpad_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_Y) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Vive_Left_Trackpad_X) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MixedReality_Left_Thumbstick_X) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusGo_Left_Trackpad_X) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_Y) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_Y) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Left_Trackpad_X) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MagicLeap_Left_Trackpad_Y) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MagicLeap_Right_Trackpad_Y) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Right_Trackpad_X) +DefaultPlayerInputClass=/Script/Engine.PlayerInput +DefaultInputComponentClass=/Script/Engine.InputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Doc/Cahier des charges.pdf b/Doc/Cahier des charges.pdf new file mode 100644 index 0000000..1bb2e65 Binary files /dev/null and b/Doc/Cahier des charges.pdf differ diff --git a/Doc/PANNER_PRESENTATION_GP.pdf b/Doc/PANNER_PRESENTATION_GP.pdf new file mode 100644 index 0000000..c288924 Binary files /dev/null and b/Doc/PANNER_PRESENTATION_GP.pdf differ diff --git a/Doc/Panner_DEMO.mp4 b/Doc/Panner_DEMO.mp4 new file mode 100644 index 0000000..3268b9c Binary files /dev/null and b/Doc/Panner_DEMO.mp4 differ diff --git a/Doc/Pitch.pdf b/Doc/Pitch.pdf new file mode 100644 index 0000000..9b1eceb Binary files /dev/null and b/Doc/Pitch.pdf differ diff --git a/Panner.uproject b/Panner.uproject new file mode 100644 index 0000000..621da83 --- /dev/null +++ b/Panner.uproject @@ -0,0 +1,13 @@ +{ + "FileVersion": 3, + "EngineAssociation": "4.27", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "Panner", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ] +} \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..6d0e254 --- /dev/null +++ b/README.md @@ -0,0 +1,42 @@ +# Fake FLESH System +Project to recreate the FLESH system that can be found on Dead Islands 2 during a techart apprenticeship project at ISART + +![gif](./Screenshot/low_damage.gif) + +![gif](./Screenshot/big_damage.gif) + +## Table of content + - [TechArt](#techart) + - [Build](#build) + - [Technology](#technology) + - [Credit](#credit) + +## TechArt +see the documentations in the forlder doc + +## Build +### .exe +Dowload the zip folder in the release part + +### Unreal project +To prevent the repo from becoming too large, the ```Content``` folder has been zipped. To launch the project, simply unzip the folder + +## Technology + - **Engine**: Unreal Engine 4.27 + - **Versionning**: Perforce (P4V) + + ## Credit + ### Game Artiste + - AGÉNOR Roman + - BELTAI Mailys + - IFERGANE Eden + - LEBTAHI Nedjma + +### Game Programming + - DEVINE Vincent + - MAZURIE Florestan + - OSMANOGLU Umut + +
+Start project: 01/17/2024
+End project: 02/17/2024 \ No newline at end of file diff --git a/Screenshot/big_damage.gif b/Screenshot/big_damage.gif new file mode 100644 index 0000000..b8c6bed Binary files /dev/null and b/Screenshot/big_damage.gif differ diff --git a/Screenshot/low_damage.gif b/Screenshot/low_damage.gif new file mode 100644 index 0000000..a3f6768 Binary files /dev/null and b/Screenshot/low_damage.gif differ diff --git a/Source/Panner.Target.cs b/Source/Panner.Target.cs new file mode 100644 index 0000000..eb5cbec --- /dev/null +++ b/Source/Panner.Target.cs @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PannerTarget : TargetRules +{ + public PannerTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V2; + ExtraModuleNames.Add("Panner"); + } +} diff --git a/Source/Panner/Panner.Build.cs b/Source/Panner/Panner.Build.cs new file mode 100644 index 0000000..9bc455e --- /dev/null +++ b/Source/Panner/Panner.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class Panner : ModuleRules +{ + public Panner(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); + } +} diff --git a/Source/Panner/Panner.cpp b/Source/Panner/Panner.cpp new file mode 100644 index 0000000..20b077c --- /dev/null +++ b/Source/Panner/Panner.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Panner.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Panner, "Panner" ); + \ No newline at end of file diff --git a/Source/Panner/Panner.h b/Source/Panner/Panner.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/Source/Panner/Panner.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/Panner/PannerCharacter.cpp b/Source/Panner/PannerCharacter.cpp new file mode 100644 index 0000000..842c64f --- /dev/null +++ b/Source/Panner/PannerCharacter.cpp @@ -0,0 +1,300 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PannerCharacter.h" +#include "PannerProjectile.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" +#include "XRMotionControllerBase.h" // for FXRMotionControllerBase::RightHandSourceId + +DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All); + +////////////////////////////////////////////////////////////////////////// +// APannerCharacter + +APannerCharacter::APannerCharacter() +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); + + // set our turn rates for input + BaseTurnRate = 45.f; + BaseLookUpRate = 45.f; + + // Create a CameraComponent + FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); + FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); + FirstPersonCameraComponent->SetRelativeLocation(FVector(-39.56f, 1.75f, 64.f)); // Position the camera + FirstPersonCameraComponent->bUsePawnControlRotation = true; + + // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn) + Mesh1P = CreateDefaultSubobject(TEXT("CharacterMesh1P")); + Mesh1P->SetOnlyOwnerSee(true); + Mesh1P->SetupAttachment(FirstPersonCameraComponent); + Mesh1P->bCastDynamicShadow = false; + Mesh1P->CastShadow = false; + Mesh1P->SetRelativeRotation(FRotator(1.9f, -19.19f, 5.2f)); + Mesh1P->SetRelativeLocation(FVector(-0.5f, -4.4f, -155.7f)); + + // Create a gun mesh component + FP_Gun = CreateDefaultSubobject(TEXT("FP_Gun")); + FP_Gun->SetOnlyOwnerSee(false); // otherwise won't be visible in the multiplayer + FP_Gun->bCastDynamicShadow = false; + FP_Gun->CastShadow = false; + // FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint")); + FP_Gun->SetupAttachment(RootComponent); + + FP_MuzzleLocation = CreateDefaultSubobject(TEXT("MuzzleLocation")); + FP_MuzzleLocation->SetupAttachment(FP_Gun); + FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f)); + + // Default offset from the character location for projectiles to spawn + GunOffset = FVector(100.0f, 0.0f, 10.0f); + + // Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun + // are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++. + + // Create VR Controllers. + R_MotionController = CreateDefaultSubobject(TEXT("R_MotionController")); + R_MotionController->MotionSource = FXRMotionControllerBase::RightHandSourceId; + R_MotionController->SetupAttachment(RootComponent); + L_MotionController = CreateDefaultSubobject(TEXT("L_MotionController")); + L_MotionController->SetupAttachment(RootComponent); + + // Create a gun and attach it to the right-hand VR controller. + // Create a gun mesh component + VR_Gun = CreateDefaultSubobject(TEXT("VR_Gun")); + VR_Gun->SetOnlyOwnerSee(false); // otherwise won't be visible in the multiplayer + VR_Gun->bCastDynamicShadow = false; + VR_Gun->CastShadow = false; + VR_Gun->SetupAttachment(R_MotionController); + VR_Gun->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f)); + + VR_MuzzleLocation = CreateDefaultSubobject(TEXT("VR_MuzzleLocation")); + VR_MuzzleLocation->SetupAttachment(VR_Gun); + VR_MuzzleLocation->SetRelativeLocation(FVector(0.000004, 53.999992, 10.000000)); + VR_MuzzleLocation->SetRelativeRotation(FRotator(0.0f, 90.0f, 0.0f)); // Counteract the rotation of the VR gun model. + + // Uncomment the following line to turn motion controllers on by default: + //bUsingMotionControllers = true; +} + +void APannerCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor + FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint")); + + // Show or hide the two versions of the gun based on whether or not we're using motion controllers. + if (bUsingMotionControllers) + { + VR_Gun->SetHiddenInGame(false, true); + Mesh1P->SetHiddenInGame(true, true); + } + else + { + VR_Gun->SetHiddenInGame(true, true); + Mesh1P->SetHiddenInGame(false, true); + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void APannerCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // set up gameplay key bindings + check(PlayerInputComponent); + + // Bind jump events + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); + + // Bind fire event + PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &APannerCharacter::OnFire); + + // Enable touchscreen input + EnableTouchscreenMovement(PlayerInputComponent); + + PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &APannerCharacter::OnResetVR); + + // Bind movement events + PlayerInputComponent->BindAxis("MoveForward", this, &APannerCharacter::MoveForward); + PlayerInputComponent->BindAxis("MoveRight", this, &APannerCharacter::MoveRight); + + // We have 2 versions of the rotation bindings to handle different kinds of devices differently + // "turn" handles devices that provide an absolute delta, such as a mouse. + // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick + PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); + PlayerInputComponent->BindAxis("TurnRate", this, &APannerCharacter::TurnAtRate); + PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); + PlayerInputComponent->BindAxis("LookUpRate", this, &APannerCharacter::LookUpAtRate); +} + +void APannerCharacter::OnFire() +{ + // try and fire a projectile + if (ProjectileClass != nullptr) + { + UWorld* const World = GetWorld(); + if (World != nullptr) + { + if (bUsingMotionControllers) + { + const FRotator SpawnRotation = VR_MuzzleLocation->GetComponentRotation(); + const FVector SpawnLocation = VR_MuzzleLocation->GetComponentLocation(); + World->SpawnActor(ProjectileClass, SpawnLocation, SpawnRotation); + } + else + { + const FRotator SpawnRotation = GetControlRotation(); + // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position + const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset); + + //Set Spawn Collision Handling Override + FActorSpawnParameters ActorSpawnParams; + ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; + + // spawn the projectile at the muzzle + World->SpawnActor(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams); + } + } + } + + // try and play the sound if specified + if (FireSound != nullptr) + { + UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); + } + + // try and play a firing animation if specified + if (FireAnimation != nullptr) + { + // Get the animation object for the arms mesh + UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance(); + if (AnimInstance != nullptr) + { + AnimInstance->Montage_Play(FireAnimation, 1.f); + } + } +} + +void APannerCharacter::OnResetVR() +{ + UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(); +} + +void APannerCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location) +{ + if (TouchItem.bIsPressed == true) + { + return; + } + if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false)) + { + OnFire(); + } + TouchItem.bIsPressed = true; + TouchItem.FingerIndex = FingerIndex; + TouchItem.Location = Location; + TouchItem.bMoved = false; +} + +void APannerCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location) +{ + if (TouchItem.bIsPressed == false) + { + return; + } + TouchItem.bIsPressed = false; +} + +//Commenting this section out to be consistent with FPS BP template. +//This allows the user to turn without using the right virtual joystick + +//void APannerCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location) +//{ +// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex)) +// { +// if (TouchItem.bIsPressed) +// { +// if (GetWorld() != nullptr) +// { +// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport(); +// if (ViewportClient != nullptr) +// { +// FVector MoveDelta = Location - TouchItem.Location; +// FVector2D ScreenSize; +// ViewportClient->GetViewportSize(ScreenSize); +// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize; +// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X) +// { +// TouchItem.bMoved = true; +// float Value = ScaledDelta.X * BaseTurnRate; +// AddControllerYawInput(Value); +// } +// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y) +// { +// TouchItem.bMoved = true; +// float Value = ScaledDelta.Y * BaseTurnRate; +// AddControllerPitchInput(Value); +// } +// TouchItem.Location = Location; +// } +// TouchItem.Location = Location; +// } +// } +// } +//} + +void APannerCharacter::MoveForward(float Value) +{ + if (Value != 0.0f) + { + // add movement in that direction + AddMovementInput(GetActorForwardVector(), Value); + } +} + +void APannerCharacter::MoveRight(float Value) +{ + if (Value != 0.0f) + { + // add movement in that direction + AddMovementInput(GetActorRightVector(), Value); + } +} + +void APannerCharacter::TurnAtRate(float Rate) +{ + // calculate delta for this frame from the rate information + AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); +} + +void APannerCharacter::LookUpAtRate(float Rate) +{ + // calculate delta for this frame from the rate information + AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); +} + +bool APannerCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent) +{ + if (FPlatformMisc::SupportsTouchInput() || GetDefault()->bUseMouseForTouch) + { + PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &APannerCharacter::BeginTouch); + PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &APannerCharacter::EndTouch); + + //Commenting this out to be more consistent with FPS BP template. + //PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &APannerCharacter::TouchUpdate); + return true; + } + + return false; +} diff --git a/Source/Panner/PannerCharacter.h b/Source/Panner/PannerCharacter.h new file mode 100644 index 0000000..d1f9c74 --- /dev/null +++ b/Source/Panner/PannerCharacter.h @@ -0,0 +1,148 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "PannerCharacter.generated.h" + +class UInputComponent; +class USkeletalMeshComponent; +class USceneComponent; +class UCameraComponent; +class UMotionControllerComponent; +class UAnimMontage; +class USoundBase; + +UCLASS(config=Game) +class APannerCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Pawn mesh: 1st person view (arms; seen only by self) */ + UPROPERTY(VisibleDefaultsOnly, Category=Mesh) + USkeletalMeshComponent* Mesh1P; + + /** Gun mesh: 1st person view (seen only by self) */ + UPROPERTY(VisibleDefaultsOnly, Category = Mesh) + USkeletalMeshComponent* FP_Gun; + + /** Location on gun mesh where projectiles should spawn. */ + UPROPERTY(VisibleDefaultsOnly, Category = Mesh) + USceneComponent* FP_MuzzleLocation; + + /** Gun mesh: VR view (attached to the VR controller directly, no arm, just the actual gun) */ + UPROPERTY(VisibleDefaultsOnly, Category = Mesh) + USkeletalMeshComponent* VR_Gun; + + /** Location on VR gun mesh where projectiles should spawn. */ + UPROPERTY(VisibleDefaultsOnly, Category = Mesh) + USceneComponent* VR_MuzzleLocation; + + /** First person camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + UCameraComponent* FirstPersonCameraComponent; + + /** Motion controller (right hand) */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) + UMotionControllerComponent* R_MotionController; + + /** Motion controller (left hand) */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) + UMotionControllerComponent* L_MotionController; + +public: + APannerCharacter(); + +protected: + virtual void BeginPlay(); + +public: + /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) + float BaseTurnRate; + + /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) + float BaseLookUpRate; + + /** Gun muzzle's offset from the characters location */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) + FVector GunOffset; + + /** Projectile class to spawn */ + UPROPERTY(EditDefaultsOnly, Category=Projectile) + TSubclassOf ProjectileClass; + + /** Sound to play each time we fire */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) + USoundBase* FireSound; + + /** AnimMontage to play each time we fire */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay) + UAnimMontage* FireAnimation; + + /** Whether to use motion controller location for aiming. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay) + uint8 bUsingMotionControllers : 1; + +protected: + + /** Fires a projectile. */ + void OnFire(); + + /** Resets HMD orientation and position in VR. */ + void OnResetVR(); + + /** Handles moving forward/backward */ + void MoveForward(float Val); + + /** Handles stafing movement, left and right */ + void MoveRight(float Val); + + /** + * Called via input to turn at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate + */ + void TurnAtRate(float Rate); + + /** + * Called via input to turn look up/down at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate + */ + void LookUpAtRate(float Rate); + + struct TouchData + { + TouchData() { bIsPressed = false;Location=FVector::ZeroVector;} + bool bIsPressed; + ETouchIndex::Type FingerIndex; + FVector Location; + bool bMoved; + }; + void BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location); + void EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location); + void TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location); + TouchData TouchItem; + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; + // End of APawn interface + + /* + * Configures input for touchscreen devices if there is a valid touch interface for doing so + * + * @param InputComponent The input component pointer to bind controls to + * @returns true if touch controls were enabled. + */ + bool EnableTouchscreenMovement(UInputComponent* InputComponent); + +public: + /** Returns Mesh1P subobject **/ + USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; } + /** Returns FirstPersonCameraComponent subobject **/ + UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; } + +}; + diff --git a/Source/Panner/PannerGameMode.cpp b/Source/Panner/PannerGameMode.cpp new file mode 100644 index 0000000..b382db7 --- /dev/null +++ b/Source/Panner/PannerGameMode.cpp @@ -0,0 +1,17 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PannerGameMode.h" +#include "PannerHUD.h" +#include "PannerCharacter.h" +#include "UObject/ConstructorHelpers.h" + +APannerGameMode::APannerGameMode() + : Super() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter")); + DefaultPawnClass = PlayerPawnClassFinder.Class; + + // use our custom HUD class + HUDClass = APannerHUD::StaticClass(); +} diff --git a/Source/Panner/PannerGameMode.h b/Source/Panner/PannerGameMode.h new file mode 100644 index 0000000..723c689 --- /dev/null +++ b/Source/Panner/PannerGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "PannerGameMode.generated.h" + +UCLASS(minimalapi) +class APannerGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + APannerGameMode(); +}; + + + diff --git a/Source/Panner/PannerHUD.cpp b/Source/Panner/PannerHUD.cpp new file mode 100644 index 0000000..9b82902 --- /dev/null +++ b/Source/Panner/PannerHUD.cpp @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PannerHUD.h" +#include "Engine/Canvas.h" +#include "Engine/Texture2D.h" +#include "TextureResource.h" +#include "CanvasItem.h" +#include "UObject/ConstructorHelpers.h" + +APannerHUD::APannerHUD() +{ + // Set the crosshair texture + static ConstructorHelpers::FObjectFinder CrosshairTexObj(TEXT("/Game/FirstPerson/Textures/FirstPersonCrosshair")); + CrosshairTex = CrosshairTexObj.Object; +} + + +void APannerHUD::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/Panner/PannerHUD.h b/Source/Panner/PannerHUD.h new file mode 100644 index 0000000..fdf33e8 --- /dev/null +++ b/Source/Panner/PannerHUD.h @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/HUD.h" +#include "PannerHUD.generated.h" + +UCLASS() +class APannerHUD : public AHUD +{ + GENERATED_BODY() + +public: + APannerHUD(); + + /** Primary draw call for the HUD */ + virtual void DrawHUD() override; + +private: + /** Crosshair asset pointer */ + class UTexture2D* CrosshairTex; + +}; + diff --git a/Source/Panner/PannerProjectile.cpp b/Source/Panner/PannerProjectile.cpp new file mode 100644 index 0000000..be18f56 --- /dev/null +++ b/Source/Panner/PannerProjectile.cpp @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PannerProjectile.h" +#include "GameFramework/ProjectileMovementComponent.h" +#include "Components/SphereComponent.h" + +APannerProjectile::APannerProjectile() +{ + // Use a sphere as a simple collision representation + CollisionComp = CreateDefaultSubobject(TEXT("SphereComp")); + CollisionComp->InitSphereRadius(5.0f); + CollisionComp->BodyInstance.SetCollisionProfileName("Projectile"); + CollisionComp->OnComponentHit.AddDynamic(this, &APannerProjectile::OnHit); // set up a notification for when this component hits something blocking + + // Players can't walk on it + CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f)); + CollisionComp->CanCharacterStepUpOn = ECB_No; + + // Set as root component + RootComponent = CollisionComp; + + // Use a ProjectileMovementComponent to govern this projectile's movement + ProjectileMovement = CreateDefaultSubobject(TEXT("ProjectileComp")); + ProjectileMovement->UpdatedComponent = CollisionComp; + ProjectileMovement->InitialSpeed = 3000.f; + ProjectileMovement->MaxSpeed = 3000.f; + ProjectileMovement->bRotationFollowsVelocity = true; + ProjectileMovement->bShouldBounce = true; + + // Die after 3 seconds by default + InitialLifeSpan = 3.0f; +} + +void APannerProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) +{ + // Only add impulse and destroy projectile if we hit a physics + if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics()) + { + OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation()); + + Destroy(); + } +} \ No newline at end of file diff --git a/Source/Panner/PannerProjectile.h b/Source/Panner/PannerProjectile.h new file mode 100644 index 0000000..e2bbe7d --- /dev/null +++ b/Source/Panner/PannerProjectile.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "PannerProjectile.generated.h" + +class USphereComponent; +class UProjectileMovementComponent; + +UCLASS(config=Game) +class APannerProjectile : public AActor +{ + GENERATED_BODY() + + /** Sphere collision component */ + UPROPERTY(VisibleDefaultsOnly, Category=Projectile) + USphereComponent* CollisionComp; + + /** Projectile movement component */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true")) + UProjectileMovementComponent* ProjectileMovement; + +public: + APannerProjectile(); + + /** called when projectile hits something */ + UFUNCTION() + void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); + + /** Returns CollisionComp subobject **/ + USphereComponent* GetCollisionComp() const { return CollisionComp; } + /** Returns ProjectileMovement subobject **/ + UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; } +}; + diff --git a/Source/PannerEditor.Target.cs b/Source/PannerEditor.Target.cs new file mode 100644 index 0000000..ae35db2 --- /dev/null +++ b/Source/PannerEditor.Target.cs @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PannerEditorTarget : TargetRules +{ + public PannerEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V2; + ExtraModuleNames.Add("Panner"); + } +} diff --git a/p4ignore b/p4ignore new file mode 100644 index 0000000..e6d0b7c --- /dev/null +++ b/p4ignore @@ -0,0 +1,573 @@ +# Created by https://www.toptal.com/developers/gitignore/api/rider,visualstudio,unrealengine +# Edit at https://www.toptal.com/developers/gitignore?templates=rider,visualstudio,unrealengine + +### Rider ### +# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider +# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 + +# User-specific stuff +.idea/**/workspace.xml +.idea/**/tasks.xml +.idea/**/usage.statistics.xml +.idea/**/dictionaries +.idea/**/shelf + +# AWS User-specific +.idea/**/aws.xml + +# Generated files +.idea/**/contentModel.xml + +# Sensitive or high-churn files +.idea/**/dataSources/ +.idea/**/dataSources.ids +.idea/**/dataSources.local.xml +.idea/**/sqlDataSources.xml +.idea/**/dynamic.xml +.idea/**/uiDesigner.xml +.idea/**/dbnavigator.xml + +# Gradle +.idea/**/gradle.xml +.idea/**/libraries + +# Gradle and Maven with auto-import +# When using Gradle or Maven with auto-import, you should exclude module files, +# since they will be recreated, and may cause churn. Uncomment if using +# auto-import. +# .idea/artifacts +# .idea/compiler.xml +# .idea/jarRepositories.xml +# .idea/modules.xml +# .idea/*.iml +# .idea/modules +# *.iml +# *.ipr + +# CMake +cmake-build-*/ + +# Mongo Explorer plugin +.idea/**/mongoSettings.xml + +# File-based project format +*.iws + +# IntelliJ +out/ + +# mpeltonen/sbt-idea plugin +.idea_modules/ + +# JIRA plugin +atlassian-ide-plugin.xml + +# Cursive Clojure plugin +.idea/replstate.xml + +# SonarLint plugin +.idea/sonarlint/ + +# Crashlytics plugin (for Android Studio and IntelliJ) +com_crashlytics_export_strings.xml +crashlytics.properties +crashlytics-build.properties +fabric.properties + +# Editor-based Rest Client +.idea/httpRequests + +# Android studio 3.1+ serialized cache file +.idea/caches/build_file_checksums.ser + +### UnrealEngine ### +# 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/* + +### UnrealEngine Patch ### +# Don't ignore icon and splash images for mobile app +!Build/IOS/Resources/ +Build/IOS/Resources/* +!Build/IOS/Resources/Graphics/ +Build/IOS/Resources/Graphics/* +!Build/IOS/Resources/Graphics/*.png +!Build/Android/res/ +Build/Android/res/* +!Build/Android/res/*/ +Build/Android/res/*/* +!Build/Android/res/*/*.png +# Ignore plugins binaries on deep subfolders +Plugins/**/Binaries/* +Plugins/**/Intermediate/* + +### VisualStudio ### +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.iobj +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.tlog +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.cachefile +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace 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+*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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