diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index b716a74..380514b 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -77,3 +77,61 @@ ConnectionType=USBOnly bUseManualIPAddress=False ManualIPAddress= +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Player") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Enemy") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Content/Audio/Units/Rifleman/gunshot-1.uasset b/Content/Audio/Units/Rifleman/gunshot-1.uasset new file mode 100644 index 0000000..ff3760c --- /dev/null +++ b/Content/Audio/Units/Rifleman/gunshot-1.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:882dc1808e9d00b846a0fececf96f94e5d0ba87532ba2867c9b5c3abffaf549b +size 39328 diff --git a/Content/Audio/Units/Rifleman/gunshot-three-burst.uasset b/Content/Audio/Units/Rifleman/gunshot-three-burst.uasset new file mode 100644 index 0000000..b8cf761 --- /dev/null +++ b/Content/Audio/Units/Rifleman/gunshot-three-burst.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6793e62c784be235cdb6ffe5a5b7b80d1c1c924869748ea53494d1b167a48b29 +size 39547 diff --git a/Content/Blueprints/BP_PlayerController.uasset b/Content/Blueprints/BP_PlayerController.uasset index d7248c0..2c9d99e 100644 --- a/Content/Blueprints/BP_PlayerController.uasset +++ b/Content/Blueprints/BP_PlayerController.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e9bdff03e1bc72f9028b7eb96799242a1cc20a87c31cbc99129872872ae47ab5 -size 323560 +oid sha256:b5b2fb911fd69e95ab6f627812d9540c914506642b8ad596fe18d7b5a5a1ff95 +size 323859 diff --git a/Content/Blueprints/BP_PlayerPawn.uasset b/Content/Blueprints/BP_PlayerPawn.uasset index 7b8319d..c1b189f 100644 --- a/Content/Blueprints/BP_PlayerPawn.uasset +++ b/Content/Blueprints/BP_PlayerPawn.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:798e519803b5a70767ad60c18787e810d1a56ed79d13125e887d4762a0eea6d8 -size 79967 +oid sha256:2324c8e24736dd6557311dea5f3bbffd7060fb4aa48c38f88823bf3a1af3d0f8 +size 53894 diff --git a/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset b/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset index 3782592..45c6687 100644 --- a/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset +++ b/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ba59da6b411ba1bd4a04bfac827f966ac20cff1cf4b36f1c393eb62a7df38a81 -size 1701 +oid sha256:93235c534dee9d74ff2d6961d13adafd6abaf5f8b0b2941237b3be8057161f90 +size 1725 diff --git a/Content/Blueprints/Units/Common/AI/BB_Ranged.uasset b/Content/Blueprints/Units/Common/AI/BB_Ranged.uasset new file mode 100644 index 0000000..330e29e --- /dev/null +++ b/Content/Blueprints/Units/Common/AI/BB_Ranged.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4195525b800683397b1710a83456c2d79d42586811f2ac967fc02677ce4f5b94 +size 3572 diff --git a/Content/Blueprints/Units/Common/AI/BP_AI_Simple.uasset b/Content/Blueprints/Units/Common/AI/BP_AI_Simple.uasset new file mode 100644 index 0000000..7ddb912 --- /dev/null +++ b/Content/Blueprints/Units/Common/AI/BP_AI_Simple.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9c33d6b1f6a9a8c9aa071ba22397bf416b6cfba9eeaf3d16e490316ebf5258b1 +size 24930 diff --git a/Content/Blueprints/Units/Common/AI/BTTask_Attack.uasset b/Content/Blueprints/Units/Common/AI/BTTask_Attack.uasset new file mode 100644 index 0000000..aa4e6c1 --- /dev/null +++ b/Content/Blueprints/Units/Common/AI/BTTask_Attack.uasset @@ -0,0 +1,3 @@ +version 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a/Content/Blueprints/Units/Common/AI/BT_Ranged.uasset b/Content/Blueprints/Units/Common/AI/BT_Ranged.uasset new file mode 100644 index 0000000..f79c6e5 --- /dev/null +++ b/Content/Blueprints/Units/Common/AI/BT_Ranged.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b0e33c110a280a718a0077fb2e492d9cd43477ee9e6c39c7a7296c3bdb19ee93 +size 9722 diff --git a/Content/Blueprints/Units/Common/AI/Tasks/BTTask_FindClosestEnemy.uasset b/Content/Blueprints/Units/Common/AI/Tasks/BTTask_FindClosestEnemy.uasset new file mode 100644 index 0000000..9bf42f1 --- /dev/null +++ b/Content/Blueprints/Units/Common/AI/Tasks/BTTask_FindClosestEnemy.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:494e729a3497dc994a0c5787d95db06e41269288f26ec11ae590e59e5a012170 +size 163790 diff --git a/Content/Blueprints/Units/Common/BP_Unit.uasset b/Content/Blueprints/Units/Common/BP_Unit.uasset index 667feb5..c85f35c 100644 --- a/Content/Blueprints/Units/Common/BP_Unit.uasset +++ b/Content/Blueprints/Units/Common/BP_Unit.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5175d37ab090d94bebdfd70dee80b882d94d89f70b87756ec30786c8b20c2190 -size 66982 +oid sha256:6193e2c07f8bbf020f48d7f17831b5aabd671697881b774e5cefc19518437b19 +size 173903 diff --git a/Content/Blueprints/Units/Common/Projectiles/BP_Projectile_Basic.uasset b/Content/Blueprints/Units/Common/Projectiles/BP_Projectile_Basic.uasset new file mode 100644 index 0000000..303af1a --- /dev/null +++ b/Content/Blueprints/Units/Common/Projectiles/BP_Projectile_Basic.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f29e2ae23e3ab0f1f9839d1539b856d9edcbf63acc2bba2ade6fa95c0599e065 +size 71025 diff --git a/Content/Blueprints/Units/Common/Projectiles/DT_Projectile_Basic.uasset b/Content/Blueprints/Units/Common/Projectiles/DT_Projectile_Basic.uasset new file mode 100644 index 0000000..5d6a8a4 --- /dev/null +++ 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27675 diff --git a/Source/SpaceBattler/Private/PartySubsystem.cpp b/Source/SpaceBattler/Private/PartySubsystem.cpp index ae65b01..b2cf866 100644 --- a/Source/SpaceBattler/Private/PartySubsystem.cpp +++ b/Source/SpaceBattler/Private/PartySubsystem.cpp @@ -81,6 +81,11 @@ void UPartySubsystem::SpawnUnits() AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters); + if(NewActor != nullptr) + { + NewActor->Tags.Add(TEXT("player")); + } + FHitResult Hit; FVector TraceStart = NewActor->GetActorLocation(); FVector TraceEnd = -NewActor->GetActorUpVector() * 10000.0f; diff --git a/Source/SpaceBattler/Private/WaveSubsystem.cpp b/Source/SpaceBattler/Private/WaveSubsystem.cpp index 98747b3..08b156b 100644 --- a/Source/SpaceBattler/Private/WaveSubsystem.cpp +++ b/Source/SpaceBattler/Private/WaveSubsystem.cpp @@ -57,6 +57,8 @@ void UWaveSubsystem::SpawnUnits() if(NewEnemy != nullptr) { NewEnemy->Tags.Add(TEXT("enemy")); + USkeletalMeshComponent* Mesh = NewEnemy->FindComponentByClass(); + Mesh->SetCollisionObjectType(ECC_GameTraceChannel2); } FHitResult Hit; diff --git a/Source/SpaceBattler/Public/UnitInfo.h b/Source/SpaceBattler/Public/UnitInfo.h index 6909086..cc1d4ea 100644 --- a/Source/SpaceBattler/Public/UnitInfo.h +++ b/Source/SpaceBattler/Public/UnitInfo.h @@ -39,6 +39,9 @@ protected: UPROPERTY(BlueprintReadWrite, EditAnywhere) bool IsRanged; + UPROPERTY(BlueprintReadWrite, EditAnywhere) + float Range; + UPROPERTY(BlueprintReadWrite, EditAnywhere) int32 Tier;