├── .gitignore ├── .vsconfig ├── Config ├── DefaultEditor.ini ├── DefaultEditorPerProjectUserSettings.ini ├── DefaultEngine.ini ├── DefaultGame.ini └── DefaultInput.ini ├── Content ├── Assets │ ├── Materials │ │ ├── CubeMat1.uasset │ │ ├── CubeMaterial.uasset │ │ ├── Dessolve.uasset │ │ ├── GateMaterial.uasset │ │ ├── MDessolve.uasset │ │ ├── MDessolveMan.uasset │ │ ├── MDessolveMan_Inst.uasset │ │ ├── MDessolve_Inst.uasset │ │ ├── M_UE4Man_Body_Portal.uasset │ │ ├── PortalMaterial.uasset │ │ ├── PortalMaterialGreen.uasset │ │ └── RampMaterial.uasset │ ├── Meshes │ │ ├── GateMesh.uasset │ │ └── PortalMesh.uasset │ └── Tetures │ │ ├── DissolveTexture.uasset │ │ ├── GateBase.uasset │ │ ├── GateMetalic.uasset │ │ ├── GateNormal.uasset │ │ ├── Login_BG.uasset │ │ ├── NotificationBG.uasset │ │ ├── Portal.uasset │ │ ├── PortalGreen.uasset │ │ ├── ServerBG.uasset │ │ └── ServerFocus.uasset ├── Geometry │ └── Meshes │ │ ├── 1M_Cube.uasset │ │ ├── 1M_Cube_Chamfer.uasset │ │ ├── CubeMaterial.uasset │ │ └── TemplateFloor.uasset ├── Mannequin │ ├── Animations │ │ ├── ThirdPersonIdle.uasset │ │ ├── ThirdPersonJump_End.uasset │ │ ├── ThirdPersonJump_Loop.uasset │ │ ├── ThirdPersonJump_Start.uasset │ │ ├── ThirdPersonRun.uasset │ │ ├── ThirdPersonWalk.uasset │ │ ├── ThirdPerson_AnimBP.uasset │ │ ├── ThirdPerson_IdleRun_2D.uasset │ │ └── ThirdPerson_Jump.uasset │ └── Character │ │ ├── Materials │ │ ├── M_UE4Man_Body.uasset │ │ ├── M_UE4Man_ChestLogo.uasset │ │ └── MaterialLayers │ │ │ ├── ML_GlossyBlack_Latex_UE4.uasset │ │ │ ├── ML_Plastic_Shiny_Beige.uasset │ │ │ ├── ML_Plastic_Shiny_Beige_LOGO.uasset │ │ │ ├── ML_SoftMetal_UE4.uasset │ │ │ ├── T_ML_Aluminum01.uasset │ │ │ ├── T_ML_Aluminum01_N.uasset │ │ │ ├── T_ML_Rubber_Blue_01_D.uasset │ │ │ └── T_ML_Rubber_Blue_01_N.uasset │ │ ├── Mesh │ │ ├── SK_Mannequin.uasset │ │ ├── SK_Mannequin_PhysicsAsset.uasset │ │ └── UE4_Mannequin_Skeleton.uasset │ │ └── Textures │ │ ├── UE4Man_Logo_N.uasset │ │ ├── UE4_LOGO_CARD.uasset │ │ ├── UE4_Mannequin_MAT_MASKA.uasset │ │ └── UE4_Mannequin__normals.uasset ├── ThirdPerson │ └── Meshes │ │ ├── Bump_StaticMesh.uasset │ │ ├── LeftArm_StaticMesh.uasset │ │ ├── Linear_Stair_StaticMesh.uasset │ │ ├── RampMaterial.uasset │ │ ├── Ramp_StaticMesh.uasset │ │ └── RightArm_StaticMesh.uasset └── ThirdPersonCPP │ ├── Blueprints │ ├── BP_GameInstance.uasset │ ├── BP_PlayerController.uasset │ ├── BP_PlayerState.uasset │ ├── DayNightSynchronizer.uasset │ ├── GameModes │ │ ├── GM_Login.uasset │ │ └── GM_MainGame.uasset │ ├── HUD │ │ ├── GameHUDs │ │ │ ├── BP_GameHUD.uasset │ │ │ └── BP_LoginHUD.uasset │ │ ├── WB_Error.uasset │ │ ├── WB_GameHUD.uasset │ │ ├── WB_LevelButton.uasset │ │ ├── WB_LoadingScreen.uasset │ │ ├── WB_LoginMenu.uasset │ │ ├── WB_LoginWindows.uasset │ │ ├── WB_PlayerName.uasset │ │ ├── WB_PortalNPC.uasset │ │ ├── WB_Server.uasset │ │ └── WB_ServersWindows.uasset │ ├── Interfaces │ │ ├── I_Interaction.uasset │ │ ├── I_LoadingScreen.uasset │ │ └── I_Travel.uasset │ ├── Portals │ │ ├── BP_HiddenPortal.uasset │ │ ├── BP_Portal.uasset │ │ └── BP_PortalNPC.uasset │ ├── Struct │ │ ├── S_GameServer.uasset │ │ └── S_Portal.uasset │ └── ThirdPersonCharacter.uasset │ └── Maps │ ├── CompositMap │ ├── PartA.umap │ └── PartB.umap │ ├── Dungeon.umap │ ├── LoginMap.umap │ ├── Map1.umap │ ├── Map2.umap │ └── TransitionMap.umap ├── DSSLiteV2.uproject ├── README.md └── Source ├── DSSLiteV2.Target.cs ├── DSSLiteV2 ├── DSSLiteV2.Build.cs ├── DSSLiteV2.cpp ├── DSSLiteV2.h ├── DSSLiteV2Character.cpp ├── DSSLiteV2Character.h ├── DSSLiteV2GameMode.cpp └── DSSLiteV2GameMode.h ├── DSSLiteV2Client.Target.cs ├── DSSLiteV2Editor.Target.cs └── DSSLiteV2Server.Target.cs /.gitignore: -------------------------------------------------------------------------------- 1 | # Visual Studio 2015 user specific files 2 | .vs/ 3 | Packaging/ 4 | Plugins/DSSLite/ 5 | 6 | # Compiled Object files 7 | *.slo 8 | *.lo 9 | *.o 10 | *.obj 11 | 12 | # Precompiled Headers 13 | *.gch 14 | *.pch 15 | 16 | # Compiled Dynamic libraries 17 | *.so 18 | *.dylib 19 | *.dll 20 | 21 | # Fortran module files 22 | *.mod 23 | 24 | # Compiled Static libraries 25 | *.lai 26 | *.la 27 | *.a 28 | *.lib 29 | 30 | # Executables 31 | *.exe 32 | *.out 33 | *.app 34 | *.ipa 35 | 36 | # These project files can be generated by the engine 37 | *.xcodeproj 38 | *.xcworkspace 39 | *.sln 40 | *.suo 41 | *.opensdf 42 | *.sdf 43 | *.VC.db 44 | *.VC.opendb 45 | 46 | # Precompiled Assets 47 | SourceArt/**/*.png 48 | SourceArt/**/*.tga 49 | 50 | # Binary Files 51 | Binaries/* 52 | Plugins/*/Binaries/* 53 | 54 | # Builds 55 | Build/* 56 | 57 | # Whitelist PakBlacklist-.txt files 58 | !Build/*/ 59 | Build/*/** 60 | !Build/*/PakBlacklist*.txt 61 | 62 | # Don't ignore icon files in Build 63 | !Build/**/*.ico 64 | 65 | # Built data for maps 66 | *_BuiltData.uasset 67 | 68 | # Configuration files generated by the Editor 69 | Saved/* 70 | 71 | # Compiled source files for the engine to use 72 | Intermediate/* 73 | Plugins/*/Intermediate/* 74 | 75 | # Cache files for the editor to use 76 | DerivedDataCache/* 77 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.Net.Component.4.6.2.TargetingPack", 5 | "Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64", 6 | "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", 7 | "Microsoft.VisualStudio.Component.Windows10SDK.22000", 8 | "Microsoft.VisualStudio.Workload.CoreEditor", 9 | "Microsoft.VisualStudio.Workload.ManagedDesktop", 10 | "Microsoft.VisualStudio.Workload.NativeCrossPlat", 11 | "Microsoft.VisualStudio.Workload.NativeDesktop", 12 | "Microsoft.VisualStudio.Workload.NativeGame" 13 | ] 14 | } 15 | -------------------------------------------------------------------------------- /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | [UnrealEd.SimpleMap] 2 | SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap 3 | 4 | [EditoronlyBP] 5 | bAllowClassAndBlueprintPinMatching=true 6 | bReplaceBlueprintWithClass= true 7 | bDontLoadBlueprintOutsideEditor= true 8 | bBlueprintIsNotBlueprintType= true 9 | 10 | 11 | -------------------------------------------------------------------------------- /Config/DefaultEditorPerProjectUserSettings.ini: -------------------------------------------------------------------------------- 1 | [ContentBrowser] 2 | ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [/Script/IOSRuntimeSettings.IOSRuntimeSettings] 2 | MinimumiOSVersion=IOS_11 3 | 4 | [/Script/Engine.Engine] 5 | +ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/DSSLiteV2") 6 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/DSSLiteV2") 7 | +ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="DSSLiteV2GameMode") 8 | +ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="DSSLiteV2Character") 9 | 10 | [/Script/HardwareTargeting.HardwareTargetingSettings] 11 | TargetedHardwareClass=Desktop 12 | AppliedTargetedHardwareClass=Desktop 13 | DefaultGraphicsPerformance=Maximum 14 | AppliedDefaultGraphicsPerformance=Maximum 15 | 16 | [/Script/EngineSettings.GameMapsSettings] 17 | EditorStartupMap=/Game/ThirdPersonCPP/Maps/LoginMap.LoginMap 18 | LocalMapOptions= 19 | TransitionMap=/Game/ThirdPersonCPP/Maps/TransitionMap.TransitionMap 20 | bUseSplitscreen=True 21 | TwoPlayerSplitscreenLayout=Horizontal 22 | ThreePlayerSplitscreenLayout=FavorTop 23 | FourPlayerSplitscreenLayout=Grid 24 | bOffsetPlayerGamepadIds=False 25 | GameInstanceClass=/Game/ThirdPersonCPP/Blueprints/BP_GameInstance.BP_GameInstance_C 26 | GameDefaultMap=/Game/ThirdPersonCPP/Maps/LoginMap.LoginMap 27 | ServerDefaultMap=/Game/ThirdPersonCPP/Maps/Map1.Map1 28 | GlobalDefaultGameMode=/Game/ThirdPersonCPP/Blueprints/BP_GameMode.BP_GameMode_C 29 | GlobalDefaultServerGameMode=None 30 | 31 | [Core.Log] 32 | LogStreaming = Verbose 33 | LogConfig=Verbose 34 | LogProperty=Verbose 35 | 36 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GeneralProjectSettings] 2 | ProjectID=D28D1A7B4E36B363DBE1AFAAAB5EFD4A 3 | ProjectName=Third Person Game Template 4 | -------------------------------------------------------------------------------- /Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | 2 | [/Script/Engine.InputSettings] 3 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 4 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 5 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 6 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 7 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 8 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 9 | +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 10 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 11 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 12 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 13 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 14 | +AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 15 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 16 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 17 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 18 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 19 | +AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 20 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 21 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 22 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 23 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 24 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 25 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Z",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 26 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 27 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 28 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 29 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 30 | +AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 31 | +AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 32 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 33 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 34 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 35 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 36 | +AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 37 | +AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 38 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 39 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 40 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 53 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 54 | +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 55 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 56 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 57 | +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 58 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 59 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 60 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 61 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 62 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 63 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 64 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 65 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 66 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 67 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 68 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 69 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 70 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 71 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 72 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 73 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 74 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 75 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 76 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 77 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 78 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 79 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 80 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 81 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 82 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 83 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 84 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 85 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 86 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 87 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 88 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 89 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 90 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 91 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 92 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 93 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 94 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 95 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 96 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 97 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 98 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 99 | bAltEnterTogglesFullscreen=True 100 | bF11TogglesFullscreen=True 101 | bUseMouseForTouch=False 102 | bEnableMouseSmoothing=True 103 | bEnableFOVScaling=True 104 | bCaptureMouseOnLaunch=True 105 | bAlwaysShowTouchInterface=False 106 | bShowConsoleOnFourFingerTap=True 107 | bEnableGestureRecognizer=False 108 | bUseAutocorrect=False 109 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown 110 | DefaultViewportMouseLockMode=LockOnCapture 111 | FOVScale=0.011110 112 | DoubleClickTime=0.200000 113 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) 114 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) 115 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Select_Click) 116 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) 117 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Trackpad_Click) 118 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Trigger_Click) 119 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Right_Trigger_Click) 120 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Trigger_Click) 121 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Right_Trigger_Click) 122 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusGo_Left_Trigger_Click) 123 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Trigger_Click) 124 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Right_Trigger_Click) 125 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Trigger_Click) 126 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Right_Trigger_Click) 127 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Trigger) 128 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Grip_Click) 129 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Thumbstick_Click) 130 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusGo_Left_Trackpad_Click) 131 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Thumbstick_Click) 132 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Thumbstick_Click) 133 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Bumper) 134 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) 135 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) 136 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up) 137 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Down) 138 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) 139 | +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) 140 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) 141 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) 142 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) 143 | +AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) 144 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) 145 | +AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) 146 | +AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) 147 | +AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) 148 | +AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Vive_Right_Trackpad_X) 149 | 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21 | } 22 | ] 23 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # This project is a reference to get started with DSSLiteV2 plugin. 2 | To get it to work you will need [DSSPlugin](https://www.unrealengine.com/marketplace/en-US/product/dynamic-servers-sub-system) 3 | -------------------------------------------------------------------------------- /Source/DSSLiteV2.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class DSSLiteV2Target : TargetRules 7 | { 8 | public DSSLiteV2Target(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | 12 | ExtraModuleNames.Add("DSSLiteV2"); 13 | bUseLoggingInShipping = false; 14 | 15 | #if UE_5_4_OR_LATER 16 | DefaultBuildSettings = BuildSettingsVersion.V5; 17 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 18 | #else 19 | DefaultBuildSettings = BuildSettingsVersion.V2; 20 | #endif 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | 5 | public class DSSLiteV2 : ModuleRules 6 | { 7 | public DSSLiteV2(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "DSSLiteV2.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, DSSLiteV2, "DSSLiteV2" ); 7 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2Character.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "DSSLiteV2Character.h" 4 | #include "Camera/CameraComponent.h" 5 | #include "Components/CapsuleComponent.h" 6 | #include "Components/InputComponent.h" 7 | #include "GameFramework/CharacterMovementComponent.h" 8 | #include "GameFramework/Controller.h" 9 | #include "GameFramework/SpringArmComponent.h" 10 | 11 | ////////////////////////////////////////////////////////////////////////// 12 | // ADSSLiteV2Character 13 | 14 | ADSSLiteV2Character::ADSSLiteV2Character() 15 | { 16 | // Set size for collision capsule 17 | GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); 18 | 19 | // set our turn rates for input 20 | BaseTurnRate = 45.f; 21 | BaseLookUpRate = 45.f; 22 | 23 | // Don't rotate when the controller rotates. Let that just affect the camera. 24 | bUseControllerRotationPitch = false; 25 | bUseControllerRotationYaw = false; 26 | bUseControllerRotationRoll = false; 27 | 28 | // Configure character movement 29 | GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... 30 | GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate 31 | GetCharacterMovement()->JumpZVelocity = 600.f; 32 | GetCharacterMovement()->AirControl = 0.2f; 33 | 34 | // Create a camera boom (pulls in towards the player if there is a collision) 35 | CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); 36 | CameraBoom->SetupAttachment(RootComponent); 37 | CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character 38 | CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller 39 | 40 | // Create a follow camera 41 | FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); 42 | FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation 43 | FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm 44 | 45 | // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 46 | // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++) 47 | } 48 | 49 | ////////////////////////////////////////////////////////////////////////// 50 | // Input 51 | 52 | void ADSSLiteV2Character::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) 53 | { 54 | // Set up gameplay key bindings 55 | check(PlayerInputComponent); 56 | PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); 57 | PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); 58 | 59 | PlayerInputComponent->BindAxis("MoveForward", this, &ADSSLiteV2Character::MoveForward); 60 | PlayerInputComponent->BindAxis("MoveRight", this, &ADSSLiteV2Character::MoveRight); 61 | 62 | // We have 2 versions of the rotation bindings to handle different kinds of devices differently 63 | // "turn" handles devices that provide an absolute delta, such as a mouse. 64 | // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick 65 | PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); 66 | PlayerInputComponent->BindAxis("TurnRate", this, &ADSSLiteV2Character::TurnAtRate); 67 | PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); 68 | PlayerInputComponent->BindAxis("LookUpRate", this, &ADSSLiteV2Character::LookUpAtRate); 69 | 70 | // handle touch devices 71 | PlayerInputComponent->BindTouch(IE_Pressed, this, &ADSSLiteV2Character::TouchStarted); 72 | PlayerInputComponent->BindTouch(IE_Released, this, &ADSSLiteV2Character::TouchStopped); 73 | } 74 | 75 | 76 | void ADSSLiteV2Character::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) 77 | { 78 | Jump(); 79 | } 80 | 81 | void ADSSLiteV2Character::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) 82 | { 83 | StopJumping(); 84 | } 85 | 86 | void ADSSLiteV2Character::TurnAtRate(float Rate) 87 | { 88 | // calculate delta for this frame from the rate information 89 | AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); 90 | } 91 | 92 | void ADSSLiteV2Character::LookUpAtRate(float Rate) 93 | { 94 | // calculate delta for this frame from the rate information 95 | AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); 96 | } 97 | 98 | void ADSSLiteV2Character::MoveForward(float Value) 99 | { 100 | if ((Controller != NULL) && (Value != 0.0f)) 101 | { 102 | // find out which way is forward 103 | const FRotator Rotation = Controller->GetControlRotation(); 104 | const FRotator YawRotation(0, Rotation.Yaw, 0); 105 | 106 | // get forward vector 107 | const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); 108 | AddMovementInput(Direction, Value); 109 | } 110 | } 111 | 112 | void ADSSLiteV2Character::MoveRight(float Value) 113 | { 114 | if ( (Controller != NULL) && (Value != 0.0f) ) 115 | { 116 | // find out which way is right 117 | const FRotator Rotation = Controller->GetControlRotation(); 118 | const FRotator YawRotation(0, Rotation.Yaw, 0); 119 | 120 | // get right vector 121 | const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); 122 | // add movement in that direction 123 | AddMovementInput(Direction, Value); 124 | } 125 | } 126 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2Character.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Character.h" 7 | #include "DSSLiteV2Character.generated.h" 8 | 9 | UCLASS(config=Game) 10 | class ADSSLiteV2Character : public ACharacter 11 | { 12 | GENERATED_BODY() 13 | 14 | /** Camera boom positioning the camera behind the character */ 15 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 16 | class USpringArmComponent* CameraBoom; 17 | 18 | /** Follow camera */ 19 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 20 | class UCameraComponent* FollowCamera; 21 | public: 22 | ADSSLiteV2Character(); 23 | 24 | /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ 25 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 26 | float BaseTurnRate; 27 | 28 | /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ 29 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 30 | float BaseLookUpRate; 31 | 32 | protected: 33 | 34 | /** Called for forwards/backward input */ 35 | void MoveForward(float Value); 36 | 37 | /** Called for side to side input */ 38 | void MoveRight(float Value); 39 | 40 | /** 41 | * Called via input to turn at a given rate. 42 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 43 | */ 44 | void TurnAtRate(float Rate); 45 | 46 | /** 47 | * Called via input to turn look up/down at a given rate. 48 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 49 | */ 50 | void LookUpAtRate(float Rate); 51 | 52 | /** Handler for when a touch input begins. */ 53 | void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); 54 | 55 | /** Handler for when a touch input stops. */ 56 | void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location); 57 | 58 | protected: 59 | // APawn interface 60 | virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; 61 | // End of APawn interface 62 | 63 | public: 64 | /** Returns CameraBoom subobject **/ 65 | FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } 66 | /** Returns FollowCamera subobject **/ 67 | FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } 68 | }; 69 | 70 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2GameMode.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "DSSLiteV2GameMode.h" 4 | #include "DSSLiteV2Character.h" 5 | #include "UObject/ConstructorHelpers.h" 6 | #include "Kismet/GameplayStatics.h" 7 | #include "Engine/World.h" 8 | #include "GameFramework/PlayerStart.h" 9 | #include "GameFramework/GameSession.h" 10 | #include "GameFramework/PlayerState.h" 11 | 12 | ADSSLiteV2GameMode::ADSSLiteV2GameMode() 13 | { 14 | // set default pawn class to our Blueprinted character 15 | static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter")); 16 | if (PlayerPawnBPClass.Class != NULL) 17 | { 18 | DefaultPawnClass = PlayerPawnBPClass.Class; 19 | } 20 | } 21 | FString ADSSLiteV2GameMode::InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal) 22 | { 23 | check(NewPlayerController); 24 | 25 | 26 | // The player needs a PlayerState to register successfully 27 | if (NewPlayerController->PlayerState == nullptr) 28 | { 29 | return FString(TEXT("PlayerState is null")); 30 | } 31 | 32 | FString ErrorMessage; 33 | 34 | // Register the player with the session 35 | GameSession->RegisterPlayer(NewPlayerController, FUniqueNetIdRepl(UniqueId.GetUniqueNetId()), UGameplayStatics::HasOption(Options, TEXT("bIsFromInvite"))); 36 | 37 | // Find a starting spot 38 | FString TravelingOptions = UGameplayStatics::ParseOption(Options, TEXT("mode")); 39 | if (FCString::IsNumeric(*TravelingOptions)) 40 | { 41 | switch (FCString::Atoi(*TravelingOptions)) 42 | { 43 | case 2: 44 | { 45 | FString LocationString = UGameplayStatics::ParseOption(Options, TEXT("Location")); 46 | FVector Location; 47 | Location.InitFromString(*LocationString); 48 | UE_LOG(LogGameMode, Warning, TEXT("Location: %s"), *Location.ToString()); 49 | float Yaw = FCString::IsNumeric(*UGameplayStatics::ParseOption(Options, TEXT("Rotation"))) ? FCString::Atof(*UGameplayStatics::ParseOption(Options, TEXT("Rotation"))) : 0.f; 50 | UE_LOG(LogGameMode, Warning, TEXT("Rotation: %s"), *FRotator(0.f, Yaw, 0.f).ToString()); 51 | APlayerStart* const StartSpot = GetWorld()->SpawnActor( Location, FRotator(0.f, Yaw,0.f)); 52 | FRotator InitialControllerRot = StartSpot->GetActorRotation(); 53 | InitialControllerRot.Roll = 0.f; 54 | NewPlayerController->SetInitialLocationAndRotation(StartSpot->GetActorLocation(), InitialControllerRot); 55 | NewPlayerController->StartSpot = StartSpot; 56 | } 57 | break; 58 | default: 59 | { 60 | UE_LOG(LogGameMode, Warning, TEXT("Portal: %s"), *Portal); 61 | AActor* const StartSpot = FindPlayerStart(NewPlayerController, Portal); 62 | if (StartSpot != nullptr) 63 | { 64 | // Set the player controller / camera in this new location 65 | FRotator InitialControllerRot = StartSpot->GetActorRotation(); 66 | InitialControllerRot.Roll = 0.f; 67 | NewPlayerController->SetInitialLocationAndRotation(StartSpot->GetActorLocation(), InitialControllerRot); 68 | NewPlayerController->StartSpot = StartSpot; 69 | } 70 | else 71 | { 72 | ErrorMessage = FString::Printf(TEXT("Failed to find PlayerStart")); 73 | } 74 | } 75 | break; 76 | } 77 | } 78 | // Set up spectating 79 | bool bSpectator = FCString::Stricmp(*UGameplayStatics::ParseOption(Options, TEXT("SpectatorOnly")), TEXT("1")) == 0; 80 | if (bSpectator || MustSpectate(NewPlayerController)) 81 | { 82 | NewPlayerController->StartSpectatingOnly(); 83 | } 84 | 85 | // Init player's name 86 | FString InName = UGameplayStatics::ParseOption(Options, TEXT("PlayerName")).Left(20); 87 | if (InName.IsEmpty()) 88 | { 89 | InName = FString::Printf(TEXT("%s%i"), *DefaultPlayerName.ToString(), NewPlayerController->PlayerState->GetPlayerId()); 90 | } 91 | 92 | ChangeName(NewPlayerController, InName, true); 93 | 94 | return ErrorMessage; 95 | } 96 | -------------------------------------------------------------------------------- /Source/DSSLiteV2/DSSLiteV2GameMode.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameModeBase.h" 7 | #include "DSSLiteV2GameMode.generated.h" 8 | 9 | UCLASS(minimalapi) 10 | class ADSSLiteV2GameMode : public AGameModeBase 11 | { 12 | GENERATED_BODY() 13 | 14 | public: 15 | ADSSLiteV2GameMode(); 16 | virtual FString InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal) override; 17 | 18 | }; 19 | 20 | 21 | 22 | -------------------------------------------------------------------------------- /Source/DSSLiteV2Client.Target.cs: -------------------------------------------------------------------------------- 1 | 2 | using UnrealBuildTool; 3 | using System.Collections.Generic; 4 | 5 | [SupportedPlatforms(UnrealPlatformClass.Desktop)] 6 | public class DSSLiteV2ClientTarget : TargetRules 7 | { 8 | public DSSLiteV2ClientTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Client; 11 | ExtraModuleNames.Add("DSSLiteV2"); 12 | bUseLoggingInShipping = false; 13 | #if UE_5_4_OR_LATER 14 | DefaultBuildSettings = BuildSettingsVersion.V5; 15 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 16 | #else 17 | DefaultBuildSettings = BuildSettingsVersion.V2; 18 | #endif 19 | } 20 | } -------------------------------------------------------------------------------- /Source/DSSLiteV2Editor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class DSSLiteV2EditorTarget : TargetRules 7 | { 8 | public DSSLiteV2EditorTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | ExtraModuleNames.Add("DSSLiteV2"); 12 | #if UE_5_4_OR_LATER 13 | DefaultBuildSettings = BuildSettingsVersion.V5; 14 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 15 | #else 16 | DefaultBuildSettings = BuildSettingsVersion.V2; 17 | #endif 18 | 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Source/DSSLiteV2Server.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class DSSLiteV2ServerTarget : TargetRules 7 | { 8 | public DSSLiteV2ServerTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Server; 11 | ExtraModuleNames.Add("DSSLiteV2"); 12 | bUseLoggingInShipping = false; 13 | #if UE_5_4_OR_LATER 14 | DefaultBuildSettings = BuildSettingsVersion.V5; 15 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 16 | #else 17 | DefaultBuildSettings = BuildSettingsVersion.V2; 18 | #endif 19 | 20 | } 21 | } 22 | --------------------------------------------------------------------------------