├── .gitignore ├── .gitmodules ├── Config ├── DefaultEditor.ini ├── DefaultEditorPerProjectUserSettings.ini ├── DefaultEngine.ini ├── DefaultGame.ini ├── DefaultInput.ini └── HoloLens │ └── HoloLensEngine.ini ├── Content ├── FirstPerson │ ├── Animations │ │ ├── FirstPersonFire_Montage.uasset │ │ ├── FirstPerson_AnimBP.uasset │ │ ├── FirstPerson_Fire.uasset │ │ ├── FirstPerson_Idle.uasset │ │ ├── FirstPerson_JumpEnd.uasset │ │ ├── FirstPerson_JumpLoop.uasset │ │ ├── FirstPerson_JumpStart.uasset │ │ └── FirstPerson_Run.uasset │ ├── Audio │ │ ├── 467882__samsterbirdies__beep-warning.uasset │ │ ├── Beeper.uasset │ │ └── FirstPersonTemplateWeaponFire02.uasset │ ├── Blueprints │ │ ├── BP_AllTypesTester.uasset │ │ ├── BP_Bomb.uasset │ │ ├── BP_FloorPanel.uasset │ │ ├── BP_LevelTransition.uasset │ │ ├── BP_PawnSpawner.uasset │ │ ├── BP_SpawnedPawn.uasset │ │ ├── BP_SpudExamplesGameInstance.uasset │ │ ├── BP_Target.uasset │ │ ├── FirstPersonCharacter.uasset │ │ ├── FirstPersonProjectile.uasset │ │ └── TargetCube.uasset │ ├── Character │ │ ├── Materials │ │ │ ├── M_UE4Man_Body.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_Arms.uasset │ │ │ ├── SK_Mannequin_Arms_PhysicsAsset.uasset │ │ │ └── SK_Mannequin_Arms_Skeleton.uasset │ │ └── Textures │ │ │ ├── UE4_LOGO_CARD.uasset │ │ │ ├── UE4_Mannequin_MAT_MASKA.uasset │ │ │ └── UE4_Mannequin__normals.uasset │ ├── FPWeapon │ │ ├── Materials │ │ │ ├── M_FPGun.uasset │ │ │ └── MaterialLayers │ │ │ │ ├── ML_GlossyBlack_Latex_UE4.uasset │ │ │ │ ├── ML_Plastic_Shiny_Beige.uasset │ │ │ │ ├── ML_Plastic_Shiny_Beige_LOGO.uasset │ │ │ │ ├── ML_Screen.uasset │ │ │ │ ├── ML_SoftMetal_UE4.uasset │ │ │ │ ├── T_ML_Aluminum01.uasset │ │ │ │ ├── T_ML_Aluminum01_N.uasset │ │ │ │ ├── T_ML_FineRubber.uasset │ │ │ │ ├── T_ML_Rubber_Blue_01_D.uasset │ │ │ │ └── T_ML_Rubber_Blue_01_N.uasset │ │ ├── Mesh │ │ │ ├── SK_FPGun.uasset │ │ │ ├── SK_FPGun_PhysicsAsset.uasset │ │ │ └── SK_FPGun_Skeleton.uasset │ │ └── Textures │ │ │ ├── T_FPGun_M.uasset │ │ │ └── T_FPGun_N.uasset │ ├── Maps │ │ ├── FirstPersonExampleMap.umap │ │ ├── SecondaryMap.umap │ │ ├── StreamMap0.umap │ │ ├── StreamMap1.umap │ │ ├── StreamMap2.umap │ │ ├── StreamTransitionHall.umap │ │ ├── WorldPartitionMap.umap │ │ └── WorldPartitionMap_HLOD0_Instancing.uasset │ ├── Materials │ │ ├── BaseMaterial.uasset │ │ ├── CubeMaterialOverride.uasset │ │ ├── FirstPersonProjectileMaterial.uasset │ │ ├── M_BombEnds.uasset │ │ ├── M_BombMain.uasset │ │ ├── M_FloorPanel.uasset │ │ ├── M_Post.uasset │ │ ├── M_SPUD.uasset │ │ └── M_TargetFace.uasset │ ├── Meshes │ │ ├── Bomb.uasset │ │ ├── FirstPersonProjectileMesh.uasset │ │ ├── SPUD.uasset │ │ └── Target.uasset │ ├── Textures │ │ ├── FirstPersonCrosshair.uasset │ │ ├── NewSaveIcon.uasset │ │ ├── T_SPUD_Material_BaseColor.uasset │ │ ├── T_SPUD_Material_Normal.uasset │ │ └── T_SPUD_Material_OcclusionRoughnessMetallic.uasset │ └── UI │ │ ├── Widget_SaveLoadScreen.uasset │ │ ├── Widget_SaveSlot.uasset │ │ └── Widget_UI.uasset ├── Geometry │ └── Meshes │ │ ├── 1M_Cube.uasset │ │ ├── 1M_Cube_Chamfer.uasset │ │ ├── CubeMaterial.uasset │ │ └── TemplateFloor.uasset ├── StarterContent │ ├── Audio │ │ └── Explosion01.uasset │ ├── Particles │ │ ├── Materials │ │ │ ├── M_Burst.uasset │ │ │ ├── M_explosion_subUV.uasset │ │ │ ├── M_radial_ramp.uasset │ │ │ ├── M_smoke_subUV.uasset │ │ │ └── m_flare_01.uasset │ │ └── P_Explosion.uasset │ └── Textures │ │ ├── T_Burst_M.uasset │ │ ├── T_Explosion_SubUV.uasset │ │ ├── T_Smoke_SubUV.uasset │ │ └── T_Smoke_Tiled_D.uasset ├── __ExternalActors__ │ └── FirstPerson │ │ └── Maps │ │ └── WorldPartitionMap │ │ ├── 0 │ │ ├── 7V │ │ │ └── KKEU9RA70RM35E45CN0V4Q.uasset │ │ ├── BF │ │ │ └── 7L9RPT7M0BOY2XE8ZVXCVA.uasset │ │ ├── OQ │ │ │ └── BB7F1EA98PTCPJ081I1JIN.uasset │ │ ├── PY │ │ │ └── 0TL13AP4N76W63FTTCECQX.uasset │ │ └── UO │ │ │ └── TI58GUZPJPT1QTY2F0U3SJ.uasset │ │ ├── 1 │ │ ├── 3M │ │ │ └── 1HUBHMMT9GOSZLRVAKVL17.uasset │ │ ├── 6O │ │ │ └── SOF1VC82KHV3D2AFARRO8N.uasset │ │ ├── LQ │ │ │ └── K896R90BJ2HSK3VOS9SKOS.uasset │ │ ├── Q7 │ │ │ └── AREFA7EUB0U6ZLBRCXPY6S.uasset │ │ └── Y7 │ │ │ └── BVJDD58E474KOI5A2U7Y0M.uasset │ │ ├── 2 │ │ ├── 62 │ │ │ └── IMEEJ887ZFA72QU6HH8NYA.uasset │ │ ├── 3N │ │ │ └── RNM0QRWAWZ18E544KERPYI.uasset │ │ ├── BY │ │ │ └── JF22HVISMRHWBDGW3WDDYS.uasset │ │ ├── CC │ │ │ └── GUTE8I27WYTX089F50QXDS.uasset │ │ ├── PZ │ │ │ └── H03QIT5839UYMI8ZOV8VLG.uasset │ │ ├── R8 │ │ │ └── STQVAT3IVNMAUHNN4JWMG0.uasset │ │ ├── TJ │ │ │ └── CJCXTUFUYGQL8GPB7P6LV4.uasset │ │ ├── UB │ │ │ └── M9Z39WA1WBUM5UV7CJEVN6.uasset │ │ ├── XM │ │ │ └── HAC5ELEHLOXHCW10SOJ399.uasset │ │ ├── YV │ │ │ └── O4OKD1WJAQGNKY29O4X520.uasset │ │ └── ZV │ │ │ └── FF6CTQ9GY5SVXD6NCMWN2U.uasset │ │ ├── 3 │ │ ├── 0A │ │ │ └── IUGMY5YTD0DRQ3L1VZVAZ6.uasset │ │ ├── 6B │ │ │ └── 8IZ5DDO4EMQL4TSWB6TCL7.uasset │ │ ├── B6 │ │ │ └── EQUFYEG26T7FCIPWBTUXLC.uasset │ │ ├── BU │ │ │ └── LFXJ360MN2MWWXI22PSAR5.uasset │ │ ├── CZ │ │ │ └── ASIDLHJ0A9NK993BQ2T14F.uasset │ │ ├── N4 │ │ │ └── HWH4JH899VQPB0F7I4SNSC.uasset │ │ └── OS │ │ │ └── DJ26G55AQATOPA9YZ2RUBC.uasset │ │ ├── 4 │ │ ├── 11 │ │ │ └── TIK5LJSQGX7EWKOACDATQB.uasset │ │ ├── 30 │ │ │ └── ORT6CTZEOCKN3U7WVLRDM6.uasset │ │ ├── 2R │ │ │ └── AIDNMBR3JLMY5XWJCN84RQ.uasset │ │ ├── CU │ │ │ └── 8I0WNGHL4HEO2G9YF3VTYR.uasset │ │ ├── OY │ │ │ └── 7HY821D8X1X3URGV53E9B4.uasset │ │ ├── QS │ │ │ └── 2E5E0QIAUTI3I5754VTRXI.uasset │ │ ├── R9 │ │ │ └── WU8AD4UITJ45GM5FSONG3S.uasset │ │ ├── RI │ │ │ └── 7B2K5N9HKNZIFRRP5A66EK.uasset │ │ ├── SZ │ │ │ └── 7Q7MJBFJJO2T3QTYE81B8K.uasset │ │ ├── U9 │ │ │ └── 2H6WZJPDANIXRR486DL4KO.uasset │ │ ├── V9 │ │ │ └── 44UCNK5FCKNEM10NGKXHGJ.uasset │ │ ├── X0 │ │ │ └── JE5EJ9OTUAY78B2XA3R2JA.uasset │ │ ├── XQ │ │ │ └── VN79GA539QTF363892I2U0.uasset │ │ └── XR │ │ │ └── 1X72IEX0S1N6YE2PQ9JH33.uasset │ │ ├── 5 │ │ ├── 13 │ │ │ └── BQ0EO6SKWVCJMNGPMTBDX5.uasset │ │ ├── 33 │ │ │ └── JQB88G7C3JS9V14Y70DHS3.uasset │ │ ├── 0L │ │ │ └── BYI4Y3NGZM6YACL3CSHMKH.uasset │ │ ├── 4I │ │ │ └── XNJMS6U2GGMQ0HPRWPSVUR.uasset │ │ ├── A0 │ │ │ └── ELBI5ZQ8QVU2J4QTJYI5XI.uasset │ │ ├── AX │ │ │ └── UJQIMNH2EGVT0ERY5GP2YP.uasset │ │ ├── F3 │ │ │ └── 5VTXIDNRXFQ5B5VV8H0OT7.uasset │ │ ├── FV │ │ │ └── 0DC8J7CHAI9TX47L9BQ7ED.uasset │ │ ├── RQ │ │ │ └── TDTTD1FUO4L4ILBTVEVALW.uasset │ │ ├── S3 │ │ │ └── C6YW2JQ0H0WOY1MH8YGW9P.uasset │ │ ├── S5 │ │ │ └── KIMUQ0T7VFA1E9879EACDU.uasset │ │ ├── TO │ │ │ └── KGE1G2JIRQKNSNFGE6TDL4.uasset │ │ ├── UK │ │ │ └── E56EXG0LB91WW5NA5YTNZB.uasset │ │ ├── XB │ │ │ └── ZOA1RSHNBII5O70GBUG10Y.uasset │ │ ├── YR │ │ │ └── Z3B7MQCCQBUX3ABY313G08.uasset │ │ └── YW │ │ │ └── A18L95I44A9RNCBE3RA2HO.uasset │ │ ├── 6 │ │ ├── 1F │ │ │ └── X496VGVCBP88MF3ACJRNNR.uasset │ │ ├── 9C │ │ │ └── KDAC2ZL435KY8M85KF2JIY.uasset │ │ ├── AJ │ │ │ └── 6Y1HWZ0X9I4MK6PY5260EZ.uasset │ │ ├── CZ │ │ │ └── EGCQOC3Z72XV9PNQ96HH5O.uasset │ │ ├── GR │ │ │ └── QL727769G6Q4MQ9UUOIE4S.uasset │ │ ├── QY │ │ │ └── 77CO4A3AXZR2HX0G68F822.uasset │ │ ├── SZ │ │ │ └── 5ZG6FY0Q8EC27KEY1MJOUT.uasset │ │ ├── WZ │ │ │ └── Q3CS2T5M7HOWA2XW9P425O.uasset │ │ ├── XW │ │ │ └── Q62K1XF2HWJANAZ4MU7HC1.uasset │ │ └── Y0 │ │ │ └── FSD4AZJ8CPD10ITFDBM0HS.uasset │ │ ├── 7 │ │ ├── 62 │ │ │ └── WHPRKT0XFGC4AM1FA15MIK.uasset │ │ ├── 78 │ │ │ └── TYRRFZ3157U2M1H77Y38FY.uasset │ │ ├── 87 │ │ │ └── 0MCAX6O4IQ4P31ZVFVUP0G.uasset │ │ ├── 2U │ │ │ └── IBI2UEQMK61YQK0DCWSO9R.uasset │ │ ├── 5D │ │ │ └── 5GFODNLDOT4UJ9SW98UV7T.uasset │ │ ├── D9 │ │ │ └── HVLNIUE46JXTN6CUTWY706.uasset │ │ ├── U6 │ │ │ └── E44CHBS8MM5DE56JH7YU3O.uasset │ │ ├── U7 │ │ │ └── U7916CZF5RCZIC07GDE8WV.uasset │ │ └── WG │ │ │ └── CIY0WMZYHF76LT0NY9QW6N.uasset │ │ ├── 8 │ │ ├── 99 │ │ │ └── 216DKBZK99FPDQTESI3BLG.uasset │ │ ├── 6O │ │ │ └── 7ZTY61UPNIA0RA3NLAS79Q.uasset │ │ ├── 7T │ │ │ └── AWCJ232EG837SGTJZK206Y.uasset │ │ ├── 9L │ │ │ └── 09OWD5GT9RQYIY6LV5C5AK.uasset │ │ ├── HA │ │ │ └── HM6EMUNS23HMI16VCLH1YA.uasset │ │ ├── K2 │ │ │ └── 1VP8BGEI7P4R3HAN1VHB18.uasset │ │ ├── O1 │ │ │ └── TMMKYPSNZ16HLL4UWJN106.uasset │ │ ├── PU │ │ │ └── 3UYZIB1BGD9WGWCIV7ZL7I.uasset │ │ ├── QY │ │ │ └── I0JCKMX8HU9F5UXXVQZ4SG.uasset │ │ ├── UY │ │ │ └── D3O9GBYNMON8UZU3K88ION.uasset │ │ ├── XN │ │ │ └── AM61G67VNRCZYJKQDM85OI.uasset │ │ └── YP │ │ │ └── OR265SYDXOE6GRF0X4ZLVK.uasset │ │ ├── 9 │ │ ├── 61 │ │ │ └── 58SE8E10JAYS5OMCG3VVJN.uasset │ │ ├── 3U │ │ │ └── TVMSTL5W6YZ0Z3PSP13O08.uasset │ │ ├── 7P │ │ │ └── SHHBOZGUSPREWX87D6U2XJ.uasset │ │ ├── J5 │ │ │ └── RCJMZDJSV42WM7NYP5Q5QR.uasset │ │ ├── NM │ │ │ └── FC6X11VLU2BZ4BUNL95X6E.uasset │ │ ├── SJ │ │ │ └── 4CONR7ECJFQUTCOV9HJRO3.uasset │ │ └── XL │ │ │ └── YSM435D8WC59OUC6EZKYK9.uasset │ │ ├── A │ │ ├── 06 │ │ │ └── 0KBYK9FRTD2CKGHHTDFJ1C.uasset │ │ ├── 4K │ │ │ └── CQHAJWL6XYIY6B1PDKQRLM.uasset │ │ ├── 7C │ │ │ └── K8RQ3G04SHXR2X8NRVG6RZ.uasset │ │ ├── 7D │ │ │ └── R8WUBM1VJDF72QLZTK7LCP.uasset │ │ ├── AL │ │ │ └── WG6EE4WSWM7YZFXN25H1CB.uasset │ │ ├── BK │ │ │ └── HWCVXM4EL2YU4TU469N87D.uasset │ │ ├── FE │ │ │ └── FV1MFFRXHYPWDM4HMC5RQH.uasset │ │ ├── IS │ │ │ └── RL7KXJEFXI9WLMCRNH72M4.uasset │ │ ├── MM │ │ │ └── NA9ARL8TCSVVHL61AOIPKX.uasset │ │ ├── PQ │ │ │ └── LPK93K7AEOS8C6BEJE5369.uasset │ │ ├── UU │ │ │ └── XK69A4SD2J7IP8EP6OKTOY.uasset │ │ ├── VT │ │ │ └── WUYVU5WGIQWVI9CHL1IH8Z.uasset │ │ └── ZR │ │ │ └── OTUZN22OMQW0EKXG2DGG59.uasset │ │ ├── B │ │ ├── 9T │ │ │ └── G6ZPZCREU4P10MTX9R6JWY.uasset │ │ ├── BU │ │ │ └── HOYVU5HW6WA9EQXWD4WLI4.uasset │ │ ├── IV │ │ │ └── F5JSIDMRSH8E3LEMQTE5XU.uasset │ │ ├── L6 │ │ │ └── 2BQOANJHNAYHFKFK3Y1CZ7.uasset │ │ ├── TL │ │ │ └── 184YVX7OZJOOR4K96WTI3R.uasset │ │ ├── XX │ │ │ └── VQZKJXNXTI8Y3WJRGI7162.uasset │ │ └── ZX │ │ │ └── ABJT9IUQSNY4BTVN91ES0Y.uasset │ │ ├── C │ │ ├── 5E │ │ │ └── 36H3LMKTGB42GY2EFUMGTE.uasset │ │ ├── 5I │ │ │ └── NT7IV935CNDQAJBYQ382ZD.uasset │ │ ├── 7I │ │ │ └── OF6JSY175B5S8FIPXMILRR.uasset │ │ ├── EY │ │ │ └── Z5AN6YLCK4QCI6BC1TQFKW.uasset │ │ ├── HL │ │ │ └── VR1JG82TCJ0NRDYXNBQ9Y9.uasset │ │ ├── RX │ │ │ └── TMY73EGZX3D3VORUQPXT85.uasset │ │ ├── TB │ │ │ └── ACUOTKHBABB2EFN7V8QL44.uasset │ │ ├── TP │ │ │ └── 0Z7NDN1VT5IIU0NZYC31LA.uasset │ │ ├── UL │ │ │ └── XFB12TXLAYE2VTJEZ7YM25.uasset │ │ └── YI │ │ │ └── Q9ZWCPTBHJUV51NT3BJXHD.uasset │ │ ├── D │ │ ├── 57 │ │ │ └── MGXBQRWT8CQR03TRYXN132.uasset │ │ ├── 6A │ │ │ └── BNOX6TXFEBYB2DCE182M2B.uasset │ │ ├── JL │ │ │ └── J1FIUZJY8QSFPUCATSPY1W.uasset │ │ ├── KM │ │ │ └── 4ZBAICCMPWLLMKXKIP5RGK.uasset │ │ ├── N3 │ │ │ └── 55XS2KQIOSHWDPXEVU3KYD.uasset │ │ ├── NH │ │ │ └── MMQARYX9CQ02I53KFBIN07.uasset │ │ ├── PD │ │ │ └── 5U8VZ06A5EXO9P8JBJ1JRB.uasset │ │ ├── S0 │ │ │ └── G4TFZL1KRBRFEBM5VGYAS7.uasset │ │ ├── SB │ │ │ └── APUMGT04P6JVEIIEVOFVY7.uasset │ │ ├── XI │ │ │ └── G6QBIOMT9B8WKI4S1O5AR6.uasset │ │ └── XW │ │ │ └── 79369XIE4HWMZFU0NUNCNB.uasset │ │ └── E │ │ ├── 3F │ │ └── LOIA6BXJG2I1DMBSJY6DH7.uasset │ │ ├── 9N │ │ └── RSMFSFFA24D22Z1YW52D6K.uasset │ │ ├── AD │ │ └── 4Z8TDXWK2DXDZTNNC7EH7R.uasset │ │ ├── CB │ │ └── L3ZW0KS7D668LH1EUX9RPK.uasset │ │ ├── D3 │ │ └── C2VYH1JQZM9HICUJG2O0KZ.uasset │ │ ├── E4 │ │ └── 4JMQ6GI16XPSCV8V87618I.uasset │ │ ├── IC │ │ └── 5MFCAYVBT4EFZRQTETR6HL.uasset │ │ ├── KA │ │ └── 7M2EJDT0ZXDHT2JJSL0NSN.uasset │ │ ├── N4 │ │ └── KHK5H1XQ2CT8JYJ5H1DMHQ.uasset │ │ ├── PA │ │ └── UHL3D0V8LXX4PEL2O4AEBU.uasset │ │ ├── VA │ │ └── HN99SLG3N57MY8O10X98QW.uasset │ │ └── WG │ │ └── 29EDXGH2PJZRGP3JL6BAK1.uasset └── __ExternalObjects__ │ └── FirstPerson │ └── Maps │ └── WorldPartitionMap │ ├── 2 │ └── FA │ │ └── S0DM3U6GGGF1N4A74H17IH.uasset │ ├── 3 │ └── GA │ │ └── VBTUZWPF972RCWA4197TUM.uasset │ ├── 8 │ └── P1 │ │ └── W37FPPBK104SCJ2LQHT9VJ.uasset │ ├── A │ └── 2H │ │ └── ZZGJGDYA7EL92QBWW9070M.uasset │ └── B │ └── AK │ └── Y92YQMX4K4NCYY3AXZVM62.uasset ├── MediaSource ├── Bomb.blend └── Target.blend ├── README.md ├── SPUDExamples.uproject └── Source ├── SPUDExamples.Target.cs ├── SPUDExamples ├── SPUDExamples.Build.cs ├── SPUDExamples.cpp ├── SPUDExamples.h ├── SPUDExamplesCharacter.cpp ├── SPUDExamplesCharacter.h ├── SPUDExamplesCustomStruct.h ├── SPUDExamplesGameInstance.cpp ├── SPUDExamplesGameInstance.h ├── SPUDExamplesGameMode.cpp ├── SPUDExamplesGameMode.h ├── SPUDExamplesHUD.cpp ├── SPUDExamplesHUD.h ├── SPUDExamplesNestedUObject.cpp ├── SPUDExamplesNestedUObject.h ├── SPUDExamplesProjectile.cpp ├── SPUDExamplesProjectile.h ├── SPUDExamplesSpawnedPawn.cpp └── SPUDExamplesSpawnedPawn.h └── SPUDExamplesEditor.Target.cs /.gitignore: -------------------------------------------------------------------------------- 1 | # Visual Studio 2 | .vs/ 3 | 4 | # Rider 5 | .idea/ 6 | 7 | # Compiled Object files 8 | *.slo 9 | *.lo 10 | *.o 11 | *.obj 12 | 13 | # Precompiled Headers 14 | *.gch 15 | *.pch 16 | 17 | # Compiled Dynamic libraries 18 | *.so 19 | *.dylib 20 | *.dll 21 | 22 | # Fortran module files 23 | *.mod 24 | 25 | # Compiled Static libraries 26 | *.lai 27 | *.la 28 | *.a 29 | *.lib 30 | 31 | # Executables 32 | *.exe 33 | *.out 34 | *.app 35 | *.ipa 36 | 37 | # These project files can be generated by the engine 38 | *.xcodeproj 39 | *.xcworkspace 40 | *.sln 41 | *.suo 42 | *.opensdf 43 | *.sdf 44 | *.VC.db 45 | *.VC.opendb 46 | 47 | # Binary Files 48 | Binaries/* 49 | Plugins/*/Binaries/* 50 | 51 | # Builds 52 | Build/* 53 | 54 | # Whitelist PakBlacklist-.txt files 55 | !Build/*/ 56 | Build/*/** 57 | !Build/*/PakBlacklist*.txt 58 | 59 | # Don't ignore icon files in Build 60 | !Build/**/*.ico 61 | 62 | # Third party tools that use CMake 63 | # note you still want to include CMakeCache.txt to save settings 64 | ThirdParty/cmakebuilds/ 65 | !ThirdParty/cmakebuilds/**/CMakeCache.txt 66 | 67 | # Include pre-built libraries for Third Party stuff 68 | !ThirdParty/lib/**/*.lib 69 | # Ignore a few specifics we don't need 70 | ThirdParty/lib/bullet/**/gwen*.lib 71 | ThirdParty/lib/bullet/**/OpenGLWindow*.lib 72 | 73 | # Built data for maps 74 | *_BuiltData.uasset 75 | 76 | # Configuration files generated by the Editor 77 | Saved/* 78 | 79 | # Compiled source files for the engine to use 80 | Intermediate/* 81 | Plugins/*/Intermediate/* 82 | 83 | # Cache files for the editor to use 84 | DerivedDataCache/* 85 | 86 | # Localisation intermediate / export files 87 | Content/Localization/**/*.csv 88 | Content/Localization/**/*.po 89 | Content/Localization/**/*.archive 90 | 91 | # Temp/autosave files 92 | *.blend1 93 | MediaSrc/Textures/.autosave/ 94 | 95 | # Exported files in Content 96 | Content/**/*.bmp 97 | Content/**/*.png 98 | Content/**/*.jpg 99 | Content/**/*.tif 100 | Content/**/*.tiff 101 | Content/**/*.tga 102 | Content/**/*.fbx 103 | Content/**/*.exr 104 | Content/**/*.mp3 105 | Content/**/*.wav 106 | Content/**/*.ogg 107 | Content/**/*.sbsar 108 | **/.autosave/* 109 | *.painter_lock 110 | *_autosave_*.spp 111 | *.DotSettings.user 112 | MediaSrc/Textures/SnookerRoom/Picture Frame_dependencies/ 113 | MediaSrc/Textures/SnookerRoom/Picture Frame (Gilded)_dependencies/ 114 | MediaSrc/Textures/SnookerRoom/Picture and Frame (Gilded)_dependencies/ 115 | MediaSrc/Textures/SnookerRoom/PanelledWallandDoor.resources/ 116 | 117 | # Exclude UE5 project scope RiderLink 118 | Plugins/Developer/RiderLink/* -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Plugins/SPUD"] 2 | path = Plugins/SPUD 3 | url=https://github.com/sinbad/SPUD.git -------------------------------------------------------------------------------- /Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | [UnrealEd.SimpleMap] 2 | SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap 3 | 4 | [EditoronlyBP] 5 | bAllowClassAndBlueprintPinMatching=true 6 | bReplaceBlueprintWithClass= true 7 | bDontLoadBlueprintOutsideEditor= true 8 | bBlueprintIsNotBlueprintType= true 9 | 10 | -------------------------------------------------------------------------------- /Config/DefaultEditorPerProjectUserSettings.ini: -------------------------------------------------------------------------------- 1 | [ContentBrowser] 2 | ContentBrowserTab1.SelectedPaths=/Game/FirstPerson -------------------------------------------------------------------------------- /Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [/Script/Engine.CollisionProfile] 2 | +Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles",bCanModify=True) 3 | +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) 4 | +EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore))) 5 | 6 | [/Script/EngineSettings.GameMapsSettings] 7 | EditorStartupMap=/Game/FirstPerson/Maps/FirstPersonExampleMap 8 | LocalMapOptions= 9 | TransitionMap= 10 | bUseSplitscreen=True 11 | TwoPlayerSplitscreenLayout=Horizontal 12 | ThreePlayerSplitscreenLayout=FavorTop 13 | GameInstanceClass=/Game/FirstPerson/Blueprints/BP_SpudExamplesGameInstance.BP_SpudExamplesGameInstance_C 14 | GameDefaultMap=/Game/FirstPerson/Maps/FirstPersonExampleMap 15 | ServerDefaultMap=/Engine/Maps/Entry 16 | GlobalDefaultGameMode=/Script/SPUDExamples.SPUDExamplesGameMode 17 | GlobalDefaultServerGameMode=None 18 | 19 | [/Script/IOSRuntimeSettings.IOSRuntimeSettings] 20 | MinimumiOSVersion=IOS_11 21 | 22 | 23 | [/Script/HardwareTargeting.HardwareTargetingSettings] 24 | TargetedHardwareClass=Desktop 25 | AppliedTargetedHardwareClass=Desktop 26 | DefaultGraphicsPerformance=Maximum 27 | AppliedDefaultGraphicsPerformance=Maximum 28 | 29 | [/Script/Engine.Engine] 30 | +ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/SPUDExamples") 31 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/SPUDExamples") 32 | +ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="SPUDExamplesProjectile") 33 | +ActiveClassRedirects=(OldClassName="TP_FirstPersonHUD",NewClassName="SPUDExamplesHUD") 34 | +ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="SPUDExamplesGameMode") 35 | +ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="SPUDExamplesCharacter") 36 | 37 | [/Script/SPUD.SpudSubsystem] 38 | ; For this example we want almost instant unloading for demonstration 39 | StreamLevelUnloadDelay=0.1 40 | 41 | [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] 42 | bEnablePlugin=True 43 | bAllowNetworkConnection=True 44 | SecurityToken=BFCDC26249395911FE811EBCED5BED22 45 | bIncludeInShipping=False 46 | bAllowExternalStartInShipping=False 47 | bCompileAFSProject=False 48 | bUseCompression=False 49 | bLogFiles=False 50 | bReportStats=False 51 | ConnectionType=USBOnly 52 | bUseManualIPAddress=False 53 | ManualIPAddress= 54 | 55 | -------------------------------------------------------------------------------- /Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | [ProjectSettings] 2 | ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708) 3 | ProjectName=First Person Template 4 | 5 | [/Script/EngineSettings.GeneralProjectSettings] 6 | ProjectID=B420C8F240AE98036C842588FE2A6E19 7 | 8 | [/Script/UnrealEd.ProjectPackagingSettings] 9 | BuildConfiguration=PPBC_Development 10 | IncludeDebugFiles=True 11 | 12 | -------------------------------------------------------------------------------- /Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | [/Script/Engine.InputSettings] 4 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 5 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 6 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 7 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 8 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 9 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 10 | -AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 11 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 12 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 13 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 14 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 15 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 16 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 17 | +AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 18 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 19 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 20 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 21 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 22 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 23 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,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="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 27 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 28 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 29 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 30 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 31 | +AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 32 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 33 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 34 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 35 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 36 | +AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 37 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 38 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 39 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 40 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | +AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 53 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 54 | +AxisConfig=(AxisKeyName="OculusTouchpad_Touchpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 55 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 56 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 57 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 58 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 59 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Left_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 60 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_HandGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 61 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_IndexGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 62 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_MiddleGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 63 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_RingGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 64 | +AxisConfig=(AxisKeyName="SteamVR_Knuckles_Right_PinkyGrip",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 65 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 66 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 67 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 68 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 69 | +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 70 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 71 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 72 | +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 73 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 74 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 75 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 76 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 77 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 78 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 79 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 80 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 81 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 82 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 83 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 84 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 85 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 86 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 87 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 88 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 89 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 90 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 91 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 92 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 93 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 94 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 95 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 96 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 97 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 98 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 99 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 100 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 101 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 102 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 103 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 104 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 105 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 106 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 107 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 108 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 109 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 110 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 111 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 112 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 113 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 114 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 115 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 116 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 117 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 118 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 119 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 120 | +AxisConfig=(AxisKeyName="MagicLeap_Left_Touch1_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 121 | +AxisConfig=(AxisKeyName="MagicLeap_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 122 | bAltEnterTogglesFullscreen=True 123 | bF11TogglesFullscreen=True 124 | bUseMouseForTouch=False 125 | bEnableMouseSmoothing=True 126 | bEnableFOVScaling=True 127 | bCaptureMouseOnLaunch=True 128 | bEnableLegacyInputScales=True 129 | bEnableMotionControls=True 130 | bFilterInputByPlatformUser=False 131 | bShouldFlushPressedKeysOnViewportFocusLost=True 132 | bEnableDynamicComponentInputBinding=True 133 | bAlwaysShowTouchInterface=False 134 | bShowConsoleOnFourFingerTap=True 135 | bEnableGestureRecognizer=False 136 | bUseAutocorrect=False 137 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown 138 | DefaultViewportMouseLockMode=LockOnCapture 139 | FOVScale=0.011110 140 | DoubleClickTime=0.200000 141 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) 142 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) 143 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Select_Click) 144 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton) 145 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger) 146 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Daydream_Left_Trackpad_Click) 147 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) 148 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Grip_Click) 149 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Right_Trigger_Click) 150 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Vive_Left_Trigger_Click) 151 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Trigger_Click) 152 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusGo_Left_Trigger_Click) 153 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Trigger_Click) 154 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Trigger_Click) 155 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Trigger) 156 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Right_Trigger_Click) 157 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusGo_Left_Trackpad_Click) 158 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Right_Trigger_Click) 159 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Right_Trigger_Click) 160 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Trackpad_Touch) 161 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MixedReality_Left_Thumbstick_Click) 162 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusGo_Left_Back_Click) 163 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=OculusTouch_Left_Thumbstick_Click) 164 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=ValveIndex_Left_Thumbstick_Click) 165 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Bumper) 166 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Trigger) 167 | +ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Trackpad_Touch) 168 | +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Right_Bumper) 169 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) 170 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) 171 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Up) 172 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Down) 173 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) 174 | +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) 175 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) 176 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) 177 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Daydream_Left_Trackpad_X) 178 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) 179 | +AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) 180 | +AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) 181 | +AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) 182 | +AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) 183 | +AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) 184 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Daydream_Left_Trackpad_Y) 185 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Vive_Left_Trackpad_Y) 186 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MixedReality_Left_Thumbstick_Y) 187 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=OculusGo_Left_Trackpad_Y) 188 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_Y) 189 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_Y) 190 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Vive_Left_Trackpad_X) 191 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MixedReality_Left_Thumbstick_X) 192 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusGo_Left_Trackpad_X) 193 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=OculusTouch_Left_Thumbstick_Y) 194 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=ValveIndex_Left_Thumbstick_Y) 195 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Left_Trackpad_X) 196 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MagicLeap_Left_Trackpad_Y) 197 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=MagicLeap_Right_Trackpad_Y) 198 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=MagicLeap_Right_Trackpad_X) 199 | DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput 200 | DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent 201 | DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks 202 | -ConsoleKeys=Tilde 203 | +ConsoleKeys=Tilde 204 | 205 | -------------------------------------------------------------------------------- /Config/HoloLens/HoloLensEngine.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | [/Script/HoloLensPlatformEditor.HoloLensTargetSettings] 4 | bBuildForEmulation=False 5 | bBuildForDevice=True 6 | bUseNameForLogo=True 7 | bBuildForRetailWindowsStore=False 8 | bAutoIncrementVersion=False 9 | bShouldCreateAppInstaller=False 10 | AppInstallerInstallationURL= 11 | HoursBetweenUpdateChecks=0 12 | bEnablePIXProfiling=False 13 | TileBackgroundColor=(B=64,G=0,R=0,A=255) 14 | SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) 15 | +PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) 16 | TargetDeviceFamily=Windows.Holographic 17 | MinimumPlatformVersion= 18 | MaximumPlatformVersionTested=10.0.18362.0 19 | MaxTrianglesPerCubicMeter=500.000000 20 | SpatialMeshingVolumeSize=20.000000 21 | CompilerVersion=Default 22 | Windows10SDKVersion=10.0.18362.0 23 | +CapabilityList=internetClientServer 24 | +CapabilityList=privateNetworkClientServer 25 | +Uap2CapabilityList=spatialPerception 26 | bSetDefaultCapabilities=False 27 | SpatializationPlugin= 28 | ReverbPlugin= 29 | OcclusionPlugin= 30 | SoundCueCookQualityIndex=-1 31 | 32 | -------------------------------------------------------------------------------- /Content/FirstPerson/Animations/FirstPersonFire_Montage.uasset: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/sinbad/SPUDExamples/81eb5d6fee751188bea49dc218920a341bc7e5d4/MediaSource/Bomb.blend -------------------------------------------------------------------------------- /MediaSource/Target.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sinbad/SPUDExamples/81eb5d6fee751188bea49dc218920a341bc7e5d4/MediaSource/Target.blend -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # SPUD Examples 2 | 3 | This example project demonstrates the use of the 4 | [Steve's Persistent Unreal Data (SPUD)](https://github.com/sinbad/SPUD) 5 | library. 6 | 7 | [![Intro Video](http://img.youtube.com/vi/AzDoMGeJgi4/0.jpg)](http://www.youtube.com/watch?v=AzDoMGeJgi4 "Intro to SPUD") 8 | 9 | ## FAQ 10 | 11 | ### 1. The SPUD library is missing 12 | 13 | This is because you haven't cloned the submodule as well - some git clients do this automatically, some don't. 14 | If yours didn't, run these commands in the root of the examples repository: 15 | 16 | ``` 17 | git submodule init 18 | git submodule update 19 | ``` 20 | 21 | Then build again. 22 | 23 | -------------------------------------------------------------------------------- /SPUDExamples.uproject: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "EngineAssociation": "5.4", 4 | "Category": "", 5 | "Description": "", 6 | "Modules": [ 7 | { 8 | "Name": "SPUDExamples", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default" 11 | } 12 | ] 13 | } -------------------------------------------------------------------------------- /Source/SPUDExamples.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class SPUDExamplesTarget : TargetRules 7 | { 8 | public SPUDExamplesTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | DefaultBuildSettings = BuildSettingsVersion.Latest; 12 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 13 | ExtraModuleNames.Add("SPUDExamples"); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamples.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | using System.IO; 4 | using UnrealBuildTool; 5 | 6 | public class SPUDExamples : ModuleRules 7 | { 8 | private string PluginsPath 9 | { 10 | get { return Path.GetFullPath( Path.Combine( ModuleDirectory, "../../Plugins/" ) ); } 11 | } 12 | 13 | protected void AddSPUD() { 14 | // Linker 15 | PrivateDependencyModuleNames.AddRange(new string[] { "SPUD" }); 16 | // Headers 17 | PublicIncludePaths.Add(Path.Combine( PluginsPath, "SPUD", "Source", "SPUD", "Public")); 18 | } 19 | 20 | public SPUDExamples(ReadOnlyTargetRules Target) : base(Target) 21 | { 22 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 23 | 24 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); 25 | 26 | AddSPUD(); 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamples.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "SPUDExamples.h" 4 | #include "Modules/ModuleManager.h" 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, SPUDExamples, "SPUDExamples" ); 7 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamples.h: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesCharacter.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "SPUDExamplesCharacter.h" 4 | #include "SPUDExamplesProjectile.h" 5 | #include "Animation/AnimInstance.h" 6 | #include "Camera/CameraComponent.h" 7 | #include "Components/CapsuleComponent.h" 8 | #include "Components/InputComponent.h" 9 | #include "GameFramework/InputSettings.h" 10 | #include "Kismet/GameplayStatics.h" 11 | #include "MotionControllerComponent.h" 12 | #include "GameFramework/CharacterMovementComponent.h" 13 | 14 | DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All); 15 | 16 | ////////////////////////////////////////////////////////////////////////// 17 | // ASPUDExamplesCharacter 18 | 19 | ASPUDExamplesCharacter::ASPUDExamplesCharacter() 20 | { 21 | // Set size for collision capsule 22 | GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); 23 | 24 | // set our turn rates for input 25 | BaseTurnRate = 45.f; 26 | BaseLookUpRate = 45.f; 27 | 28 | // Create a CameraComponent 29 | FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); 30 | FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); 31 | FirstPersonCameraComponent->SetRelativeLocation(FVector(-39.56f, 1.75f, 64.f)); // Position the camera 32 | FirstPersonCameraComponent->bUsePawnControlRotation = true; 33 | 34 | // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn) 35 | Mesh1P = CreateDefaultSubobject(TEXT("CharacterMesh1P")); 36 | Mesh1P->SetOnlyOwnerSee(true); 37 | Mesh1P->SetupAttachment(FirstPersonCameraComponent); 38 | Mesh1P->bCastDynamicShadow = false; 39 | Mesh1P->CastShadow = false; 40 | Mesh1P->SetRelativeRotation(FRotator(1.9f, -19.19f, 5.2f)); 41 | Mesh1P->SetRelativeLocation(FVector(-0.5f, -4.4f, -155.7f)); 42 | 43 | // Create a gun mesh component 44 | FP_Gun = CreateDefaultSubobject(TEXT("FP_Gun")); 45 | FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh 46 | FP_Gun->bCastDynamicShadow = false; 47 | FP_Gun->CastShadow = false; 48 | // FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint")); 49 | FP_Gun->SetupAttachment(RootComponent); 50 | 51 | FP_MuzzleLocation = CreateDefaultSubobject(TEXT("MuzzleLocation")); 52 | FP_MuzzleLocation->SetupAttachment(FP_Gun); 53 | FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f)); 54 | 55 | // Default offset from the character location for projectiles to spawn 56 | GunOffset = FVector(100.0f, 0.0f, 10.0f); 57 | 58 | // Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun 59 | // are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++. 60 | 61 | // Uncomment the following line to turn motion controllers on by default: 62 | //bUsingMotionControllers = true; 63 | } 64 | 65 | void ASPUDExamplesCharacter::BeginPlay() 66 | { 67 | // Call the base class 68 | Super::BeginPlay(); 69 | 70 | //Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor 71 | FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint")); 72 | 73 | // // Show or hide the two versions of the gun based on whether or not we're using motion controllers. 74 | // if (bUsingMotionControllers) 75 | // { 76 | // VR_Gun->SetHiddenInGame(false, true); 77 | // Mesh1P->SetHiddenInGame(true, true); 78 | // } 79 | // else 80 | // { 81 | // VR_Gun->SetHiddenInGame(true, true); 82 | // Mesh1P->SetHiddenInGame(false, true); 83 | // } 84 | 85 | // Ensure we don't fall through the level waiting for streaming to happen 86 | BeginWaitingForStreaming(); 87 | } 88 | 89 | ////////////////////////////////////////////////////////////////////////// 90 | // Input 91 | 92 | void ASPUDExamplesCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) 93 | { 94 | // set up gameplay key bindings 95 | check(PlayerInputComponent); 96 | 97 | // Bind jump events 98 | PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); 99 | PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); 100 | 101 | // Bind fire event 102 | PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ASPUDExamplesCharacter::OnFire); 103 | 104 | // Enable touchscreen input 105 | EnableTouchscreenMovement(PlayerInputComponent); 106 | 107 | PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ASPUDExamplesCharacter::OnResetVR); 108 | 109 | // Bind movement events 110 | PlayerInputComponent->BindAxis("MoveForward", this, &ASPUDExamplesCharacter::MoveForward); 111 | PlayerInputComponent->BindAxis("MoveRight", this, &ASPUDExamplesCharacter::MoveRight); 112 | 113 | // We have 2 versions of the rotation bindings to handle different kinds of devices differently 114 | // "turn" handles devices that provide an absolute delta, such as a mouse. 115 | // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick 116 | PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); 117 | PlayerInputComponent->BindAxis("TurnRate", this, &ASPUDExamplesCharacter::TurnAtRate); 118 | PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); 119 | PlayerInputComponent->BindAxis("LookUpRate", this, &ASPUDExamplesCharacter::LookUpAtRate); 120 | } 121 | 122 | void ASPUDExamplesCharacter::OnFire() 123 | { 124 | // try and fire a projectile 125 | if (ProjectileClass != NULL) 126 | { 127 | UWorld* const World = GetWorld(); 128 | if (World != NULL) 129 | { 130 | if (bUsingMotionControllers) 131 | { 132 | // const FRotator SpawnRotation = VR_MuzzleLocation->GetComponentRotation(); 133 | // const FVector SpawnLocation = VR_MuzzleLocation->GetComponentLocation(); 134 | // World->SpawnActor(ProjectileClass, SpawnLocation, SpawnRotation); 135 | } 136 | else 137 | { 138 | const FRotator SpawnRotation = GetControlRotation(); 139 | // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position 140 | const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset); 141 | 142 | //Set Spawn Collision Handling Override 143 | FActorSpawnParameters ActorSpawnParams; 144 | ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; 145 | 146 | // spawn the projectile at the muzzle 147 | World->SpawnActor(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams); 148 | } 149 | } 150 | } 151 | 152 | // try and play the sound if specified 153 | if (FireSound != NULL) 154 | { 155 | UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); 156 | } 157 | 158 | // try and play a firing animation if specified 159 | if (FireAnimation != NULL) 160 | { 161 | // Get the animation object for the arms mesh 162 | UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance(); 163 | if (AnimInstance != NULL) 164 | { 165 | AnimInstance->Montage_Play(FireAnimation, 1.f); 166 | } 167 | } 168 | } 169 | 170 | void ASPUDExamplesCharacter::OnResetVR() 171 | { 172 | //UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(); 173 | } 174 | 175 | void ASPUDExamplesCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location) 176 | { 177 | if (TouchItem.bIsPressed == true) 178 | { 179 | return; 180 | } 181 | if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false)) 182 | { 183 | OnFire(); 184 | } 185 | TouchItem.bIsPressed = true; 186 | TouchItem.FingerIndex = FingerIndex; 187 | TouchItem.Location = Location; 188 | TouchItem.bMoved = false; 189 | } 190 | 191 | void ASPUDExamplesCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location) 192 | { 193 | if (TouchItem.bIsPressed == false) 194 | { 195 | return; 196 | } 197 | TouchItem.bIsPressed = false; 198 | } 199 | 200 | //Commenting this section out to be consistent with FPS BP template. 201 | //This allows the user to turn without using the right virtual joystick 202 | 203 | //void ASPUDExamplesCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location) 204 | //{ 205 | // if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex)) 206 | // { 207 | // if (TouchItem.bIsPressed) 208 | // { 209 | // if (GetWorld() != nullptr) 210 | // { 211 | // UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport(); 212 | // if (ViewportClient != nullptr) 213 | // { 214 | // FVector MoveDelta = Location - TouchItem.Location; 215 | // FVector2D ScreenSize; 216 | // ViewportClient->GetViewportSize(ScreenSize); 217 | // FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize; 218 | // if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X) 219 | // { 220 | // TouchItem.bMoved = true; 221 | // float Value = ScaledDelta.X * BaseTurnRate; 222 | // AddControllerYawInput(Value); 223 | // } 224 | // if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y) 225 | // { 226 | // TouchItem.bMoved = true; 227 | // float Value = ScaledDelta.Y * BaseTurnRate; 228 | // AddControllerPitchInput(Value); 229 | // } 230 | // TouchItem.Location = Location; 231 | // } 232 | // TouchItem.Location = Location; 233 | // } 234 | // } 235 | // } 236 | //} 237 | 238 | void ASPUDExamplesCharacter::MoveForward(float Value) 239 | { 240 | if (Value != 0.0f) 241 | { 242 | // add movement in that direction 243 | AddMovementInput(GetActorForwardVector(), Value); 244 | } 245 | } 246 | 247 | void ASPUDExamplesCharacter::MoveRight(float Value) 248 | { 249 | if (Value != 0.0f) 250 | { 251 | // add movement in that direction 252 | AddMovementInput(GetActorRightVector(), Value); 253 | } 254 | } 255 | 256 | void ASPUDExamplesCharacter::TurnAtRate(float Rate) 257 | { 258 | // calculate delta for this frame from the rate information 259 | AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); 260 | } 261 | 262 | void ASPUDExamplesCharacter::LookUpAtRate(float Rate) 263 | { 264 | // calculate delta for this frame from the rate information 265 | AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); 266 | } 267 | 268 | bool ASPUDExamplesCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent) 269 | { 270 | if (FPlatformMisc::SupportsTouchInput() || GetDefault()->bUseMouseForTouch) 271 | { 272 | PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &ASPUDExamplesCharacter::BeginTouch); 273 | PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &ASPUDExamplesCharacter::EndTouch); 274 | 275 | //Commenting this out to be more consistent with FPS BP template. 276 | //PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &ASPUDExamplesCharacter::TouchUpdate); 277 | return true; 278 | } 279 | 280 | return false; 281 | } 282 | 283 | bool ASPUDExamplesCharacter::TeleportTo(const FVector& DestLocation, const FRotator& DestRotation, bool bIsATest, 284 | bool bNoCheck) 285 | { 286 | // Streaming-safe implementation; level streaming may lag slightly so wait until we have solid ground under us 287 | bool Ret = Super::TeleportTo(DestLocation, DestRotation, bIsATest, bNoCheck); 288 | 289 | if (!bIsATest) 290 | { 291 | BeginWaitingForStreaming(); 292 | } 293 | return Ret; 294 | } 295 | 296 | bool ASPUDExamplesCharacter::IsMoveInputIgnored() const 297 | { 298 | // Don't allow movement until streaming is ready 299 | return Super::IsMoveInputIgnored() || bIsWaitingForStreaming; 300 | } 301 | 302 | void ASPUDExamplesCharacter::Tick(float DeltaSeconds) 303 | { 304 | Super::Tick(DeltaSeconds); 305 | 306 | if (bIsWaitingForStreaming) 307 | CheckStreamingOK(); 308 | } 309 | 310 | void ASPUDExamplesCharacter::SpudPostRestore_Implementation(const USpudState* State) 311 | { 312 | // After we've loaded, make sure we wait for streamed levels before starting 313 | BeginWaitingForStreaming(); 314 | } 315 | 316 | void ASPUDExamplesCharacter::BeginWaitingForStreaming() 317 | { 318 | // Just after we've been spawned, or just after teleport, the level around us might not be streamed in yet 319 | bIsWaitingForStreaming = true; 320 | if (UCharacterMovementComponent* MoveComp = Cast(GetMovementComponent())) 321 | { 322 | MoveComp->GravityScale = 0; 323 | } 324 | } 325 | 326 | void ASPUDExamplesCharacter::CheckStreamingOK() 327 | { 328 | FHitResult OutHit; 329 | TArray ToIgnore; 330 | ToIgnore.Add(this); 331 | if (UKismetSystemLibrary::SphereTraceSingle(GetWorld(), 332 | GetActorLocation(), GetActorLocation() + FVector::DownVector * 200, 333 | 30, UEngineTypes::ConvertToTraceType(ECC_WorldStatic), 334 | false, ToIgnore, EDrawDebugTrace::None, OutHit, true)) 335 | { 336 | bIsWaitingForStreaming = false; 337 | if (UCharacterMovementComponent* MoveComp = Cast(GetMovementComponent())) 338 | { 339 | MoveComp->GravityScale = 1; 340 | } 341 | 342 | } 343 | } -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesCharacter.h: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | 7 | #include "SpudHelpers.h" 8 | #include "GameFramework/Character.h" 9 | #include "SPUDExamplesCharacter.generated.h" 10 | 11 | class UInputComponent; 12 | 13 | /// Here's an example of using one of the SPUD convenience base classes to do things for you 14 | /// You could also just implement ISpudObject as well to make this character persistent. 15 | UCLASS(config=Game) 16 | class ASPUDExamplesCharacter : public ASpudCharacterBase, public ISpudObjectCallback 17 | { 18 | GENERATED_BODY() 19 | 20 | /** Pawn mesh: 1st person view (arms; seen only by self) */ 21 | UPROPERTY(VisibleDefaultsOnly, Category=Mesh) 22 | class USkeletalMeshComponent* Mesh1P; 23 | 24 | /** Gun mesh: 1st person view (seen only by self) */ 25 | UPROPERTY(VisibleDefaultsOnly, Category = Mesh) 26 | class USkeletalMeshComponent* FP_Gun; 27 | 28 | /** Location on gun mesh where projectiles should spawn. */ 29 | UPROPERTY(VisibleDefaultsOnly, Category = Mesh) 30 | class USceneComponent* FP_MuzzleLocation; 31 | 32 | /** First person camera */ 33 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 34 | class UCameraComponent* FirstPersonCameraComponent; 35 | 36 | public: 37 | ASPUDExamplesCharacter(); 38 | 39 | protected: 40 | virtual void BeginPlay(); 41 | 42 | public: 43 | /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ 44 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 45 | float BaseTurnRate; 46 | 47 | /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ 48 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 49 | float BaseLookUpRate; 50 | 51 | /** Gun muzzle's offset from the characters location */ 52 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) 53 | FVector GunOffset; 54 | 55 | /** Projectile class to spawn */ 56 | UPROPERTY(EditDefaultsOnly, Category=Projectile) 57 | TSubclassOf ProjectileClass; 58 | 59 | /** Sound to play each time we fire */ 60 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay) 61 | class USoundBase* FireSound; 62 | 63 | /** AnimMontage to play each time we fire */ 64 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay) 65 | class UAnimMontage* FireAnimation; 66 | 67 | /** Whether to use motion controller location for aiming. */ 68 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay) 69 | uint32 bUsingMotionControllers : 1; 70 | 71 | /// Whether gravity and movement are currently disabled while the level streams in around us 72 | UPROPERTY(BlueprintReadOnly) 73 | bool bIsWaitingForStreaming; 74 | 75 | protected: 76 | /** Fires a projectile. */ 77 | void OnFire(); 78 | 79 | /** Resets HMD orientation and position in VR. */ 80 | void OnResetVR(); 81 | 82 | /** Handles moving forward/backward */ 83 | void MoveForward(float Val); 84 | 85 | /** Handles stafing movement, left and right */ 86 | void MoveRight(float Val); 87 | 88 | /** 89 | * Called via input to turn at a given rate. 90 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 91 | */ 92 | void TurnAtRate(float Rate); 93 | 94 | /** 95 | * Called via input to turn look up/down at a given rate. 96 | * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 97 | */ 98 | void LookUpAtRate(float Rate); 99 | 100 | struct TouchData 101 | { 102 | TouchData() { bIsPressed = false;Location=FVector::ZeroVector;} 103 | bool bIsPressed; 104 | ETouchIndex::Type FingerIndex; 105 | FVector Location; 106 | bool bMoved; 107 | }; 108 | void BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location); 109 | void EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location); 110 | void TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location); 111 | TouchData TouchItem; 112 | 113 | protected: 114 | // APawn interface 115 | virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; 116 | // End of APawn interface 117 | 118 | /* 119 | * Configures input for touchscreen devices if there is a valid touch interface for doing so 120 | * 121 | * @param InputComponent The input component pointer to bind controls to 122 | * @returns true if touch controls were enabled. 123 | */ 124 | bool EnableTouchscreenMovement(UInputComponent* InputComponent); 125 | 126 | void BeginWaitingForStreaming(); 127 | void CheckStreamingOK(); 128 | 129 | public: 130 | /** Returns Mesh1P subobject **/ 131 | FORCEINLINE class USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; } 132 | /** Returns FirstPersonCameraComponent subobject **/ 133 | FORCEINLINE class UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; } 134 | 135 | 136 | // We override teleportation and move inpur to be streaming-safe 137 | virtual bool TeleportTo(const FVector& DestLocation, const FRotator& DestRotation, bool bIsATest, 138 | bool bNoCheck) override; 139 | virtual bool IsMoveInputIgnored() const override; 140 | virtual void Tick(float DeltaSeconds) override; 141 | 142 | virtual void SpudPostRestore_Implementation(const USpudState* State) override; 143 | }; 144 | 145 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesCustomStruct.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "CoreMinimal.h" 4 | 5 | #include "SPUDExamplesCustomStruct.generated.h" 6 | /// A custom struct just to show these can be stored too (although NOT in arrays right now, builtin structs can be) 7 | USTRUCT(BlueprintType) 8 | struct FSpudExampleCustomStruct 9 | { 10 | GENERATED_BODY() 11 | 12 | UPROPERTY(EditAnywhere, SaveGame) 13 | int IntNestedField; 14 | 15 | UPROPERTY(EditAnywhere, SaveGame) 16 | FString StringNestedField; 17 | 18 | }; 19 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesGameInstance.cpp: -------------------------------------------------------------------------------- 1 | #include "SPUDExamplesGameInstance.h" 2 | 3 | #include "SpudSubsystem.h" 4 | 5 | 6 | void USPUDExamplesGameInstance::Init() 7 | { 8 | Super::Init(); 9 | 10 | // Tell the SPUD system to include this object in persistence 11 | // Because it's a global object and not in the scene, it won't be discovered by implementing ISpudObject 12 | // So we tell the system about this object explicitly. You can do this with any UObject. 13 | // We use a hardcoded name for simplicity since this is a singleton. That way we don't have to rely on 14 | // a generated FName, or add our own SpudGuid property, to otherwise identify it. 15 | GetSpudSubsystem(GetWorld())->AddPersistentGlobalObjectWithName(this, "ExampleGameInstance"); 16 | 17 | } 18 | 19 | void USPUDExamplesGameInstance::AddScore(int Val) 20 | { 21 | Score += Val; 22 | OnScoreChanged.Broadcast(Score); 23 | } 24 | 25 | void USPUDExamplesGameInstance::NotifyBombDestroyed() 26 | { 27 | ++BombsDestroyed; 28 | } 29 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesGameInstance.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "CoreMinimal.h" 4 | 5 | #include "Engine/GameInstance.h" 6 | #include "SPUDExamplesGameInstance.generated.h" 7 | 8 | DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreChanged, int, NewScore); 9 | UCLASS() 10 | class SPUDEXAMPLES_API USPUDExamplesGameInstance : public UGameInstance 11 | { 12 | GENERATED_BODY() 13 | 14 | protected: 15 | /// Example of using the C++ SaveGame flag to make a property persistent 16 | /// Note that we DON'T need to implement ISpudObject in this case because this object 17 | /// is not an Actor that needs to be discovered in the world. 18 | /// As a Global Object, we'll sub it to persistence manually 19 | UPROPERTY(BlueprintReadOnly, SaveGame) 20 | int Score = 0; 21 | 22 | UPROPERTY(BlueprintReadOnly, SaveGame) 23 | int BombsDestroyed = 0; 24 | 25 | public: 26 | virtual void Init() override; 27 | 28 | UPROPERTY(BlueprintAssignable) 29 | FOnScoreChanged OnScoreChanged; 30 | 31 | UFUNCTION(BlueprintCallable) 32 | void AddScore(int Val); 33 | 34 | UFUNCTION(BlueprintCallable) 35 | void NotifyBombDestroyed(); 36 | 37 | }; 38 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesGameMode.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "SPUDExamplesGameMode.h" 4 | #include "SPUDExamplesHUD.h" 5 | #include "SPUDExamplesCharacter.h" 6 | #include "UObject/ConstructorHelpers.h" 7 | 8 | ASPUDExamplesGameMode::ASPUDExamplesGameMode() 9 | : Super() 10 | { 11 | // set default pawn class to our Blueprinted character 12 | static ConstructorHelpers::FClassFinder PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/FirstPersonCharacter")); 13 | DefaultPawnClass = PlayerPawnClassFinder.Class; 14 | 15 | // use our custom HUD class 16 | HUDClass = ASPUDExamplesHUD::StaticClass(); 17 | 18 | // Use seamless travel for ServerTravel for testing (different sequence) 19 | bUseSeamlessTravel = true; 20 | } 21 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesGameMode.h: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/GameModeBase.h" 7 | #include "SPUDExamplesGameMode.generated.h" 8 | 9 | UCLASS(minimalapi) 10 | class ASPUDExamplesGameMode : public AGameModeBase 11 | { 12 | GENERATED_BODY() 13 | 14 | public: 15 | ASPUDExamplesGameMode(); 16 | }; 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesHUD.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "SPUDExamplesHUD.h" 4 | #include "Engine/Canvas.h" 5 | #include "Engine/Texture2D.h" 6 | #include "TextureResource.h" 7 | #include "CanvasItem.h" 8 | #include "UObject/ConstructorHelpers.h" 9 | 10 | ASPUDExamplesHUD::ASPUDExamplesHUD() 11 | { 12 | // Set the crosshair texture 13 | static ConstructorHelpers::FObjectFinder CrosshairTexObj(TEXT("/Game/FirstPerson/Textures/FirstPersonCrosshair")); 14 | CrosshairTex = CrosshairTexObj.Object; 15 | } 16 | 17 | 18 | void ASPUDExamplesHUD::DrawHUD() 19 | { 20 | Super::DrawHUD(); 21 | 22 | // Draw very simple crosshair 23 | 24 | // find center of the Canvas 25 | const FVector2D Center(Canvas->ClipX * 0.5f, Canvas->ClipY * 0.5f); 26 | 27 | // offset by half the texture's dimensions so that the center of the texture aligns with the center of the Canvas 28 | const FVector2D CrosshairDrawPosition( (Center.X), 29 | (Center.Y + 20.0f)); 30 | 31 | // draw the crosshair 32 | FCanvasTileItem TileItem( CrosshairDrawPosition, CrosshairTex->GetResource(), FLinearColor::White); 33 | TileItem.BlendMode = SE_BLEND_Translucent; 34 | Canvas->DrawItem( TileItem ); 35 | } 36 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesHUD.h: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/HUD.h" 7 | #include "SPUDExamplesHUD.generated.h" 8 | 9 | UCLASS() 10 | class ASPUDExamplesHUD : public AHUD 11 | { 12 | GENERATED_BODY() 13 | 14 | public: 15 | ASPUDExamplesHUD(); 16 | 17 | /** Primary draw call for the HUD */ 18 | virtual void DrawHUD() override; 19 | 20 | private: 21 | /** Crosshair asset pointer */ 22 | class UTexture2D* CrosshairTex; 23 | 24 | }; 25 | 26 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesNestedUObject.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "SPUDExamplesNestedUObject.h" 5 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesNestedUObject.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "CoreMinimal.h" 4 | #include "UObject/Object.h" 5 | #include "SPUDExamplesNestedUObject.generated.h" 6 | 7 | /** 8 | * This is a test of a nested UObject to prove it can be saved. Doesn't need to be an ISpudObject because 9 | * it will be discovered inside another object that's already tracked. 10 | */ 11 | UCLASS(Blueprintable) 12 | class SPUDEXAMPLES_API USPUDExamplesNestedUObject : public UObject 13 | { 14 | GENERATED_BODY() 15 | 16 | protected: 17 | UPROPERTY(SaveGame, BlueprintReadWrite) 18 | int TestSubObjectProperty; 19 | }; 20 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesProjectile.cpp: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "SPUDExamplesProjectile.h" 4 | #include "GameFramework/ProjectileMovementComponent.h" 5 | #include "Components/SphereComponent.h" 6 | 7 | ASPUDExamplesProjectile::ASPUDExamplesProjectile() 8 | { 9 | // Use a sphere as a simple collision representation 10 | CollisionComp = CreateDefaultSubobject(TEXT("SphereComp")); 11 | CollisionComp->InitSphereRadius(5.0f); 12 | CollisionComp->BodyInstance.SetCollisionProfileName("Projectile"); 13 | CollisionComp->OnComponentHit.AddDynamic(this, &ASPUDExamplesProjectile::OnHit); // set up a notification for when this component hits something blocking 14 | 15 | // Players can't walk on it 16 | CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f)); 17 | CollisionComp->CanCharacterStepUpOn = ECB_No; 18 | 19 | // Set as root component 20 | RootComponent = CollisionComp; 21 | 22 | // Use a ProjectileMovementComponent to govern this projectile's movement 23 | ProjectileMovement = CreateDefaultSubobject(TEXT("ProjectileComp")); 24 | ProjectileMovement->UpdatedComponent = CollisionComp; 25 | ProjectileMovement->InitialSpeed = 3000.f; 26 | ProjectileMovement->MaxSpeed = 3000.f; 27 | ProjectileMovement->bRotationFollowsVelocity = true; 28 | ProjectileMovement->bShouldBounce = true; 29 | 30 | // Die after 3 seconds by default 31 | InitialLifeSpan = 3.0f; 32 | } 33 | 34 | void ASPUDExamplesProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) 35 | { 36 | // Only add impulse and destroy projectile if we hit a physics 37 | if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics()) 38 | { 39 | OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation()); 40 | 41 | Destroy(); 42 | } 43 | } -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesProjectile.h: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | 7 | #include "ISpudObject.h" 8 | #include "GameFramework/Actor.h" 9 | #include "SPUDExamplesProjectile.generated.h" 10 | 11 | // Tagging the projectile with ISpudObject is enough to restore its state 12 | UCLASS(config=Game) 13 | class ASPUDExamplesProjectile : public AActor, public ISpudObject 14 | { 15 | GENERATED_BODY() 16 | 17 | /** Sphere collision component */ 18 | UPROPERTY(VisibleDefaultsOnly, Category=Projectile) 19 | class USphereComponent* CollisionComp; 20 | 21 | /** Projectile movement component */ 22 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true")) 23 | class UProjectileMovementComponent* ProjectileMovement; 24 | 25 | /// Because this is a runtime-spawned object, every projectile needs a unique identifier 26 | /// so that they can be re-spawned on load, Naming aproperty "SpudGuid" does this. We don't need to give 27 | /// it a value, SPUD does that when saving if it's blank 28 | UPROPERTY(SaveGame) 29 | FGuid SpudGuid; 30 | 31 | public: 32 | ASPUDExamplesProjectile(); 33 | 34 | /** called when projectile hits something */ 35 | UFUNCTION() 36 | void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); 37 | 38 | /** Returns CollisionComp subobject **/ 39 | FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; } 40 | /** Returns ProjectileMovement subobject **/ 41 | FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; } 42 | }; 43 | 44 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesSpawnedPawn.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | 4 | #include "SPUDExamplesSpawnedPawn.h" 5 | -------------------------------------------------------------------------------- /Source/SPUDExamples/SPUDExamplesSpawnedPawn.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "ISpudObject.h" 7 | #include "SpudHelpers.h" 8 | #include "SPUDExamplesSpawnedPawn.generated.h" 9 | 10 | /** 11 | * Pawn to test always respawn 12 | */ 13 | UCLASS(Blueprintable, BlueprintType) 14 | class SPUDEXAMPLES_API ASPUDExamplesSpawnedPawn : public ASpudPawnBase 15 | { 16 | GENERATED_BODY() 17 | 18 | public: 19 | virtual ESpudRespawnMode GetSpudRespawnMode_Implementation() const override { return ESpudRespawnMode::AlwaysRespawn; } 20 | }; 21 | -------------------------------------------------------------------------------- /Source/SPUDExamplesEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class SPUDExamplesEditorTarget : TargetRules 7 | { 8 | public SPUDExamplesEditorTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | DefaultBuildSettings = BuildSettingsVersion.Latest; 12 | IncludeOrderVersion = EngineIncludeOrderVersion.Latest; 13 | ExtraModuleNames.Add("SPUDExamples"); 14 | } 15 | } 16 | --------------------------------------------------------------------------------