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No commits in common. '41b5bd3ea313dbec7266dc910af0d561fe27596f' and 'deac8dc163222ebc6a11e4dfd2b2fb284ea9cf42' have entirely different histories.

@ -114,15 +114,8 @@ ManualIPAddress=
+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="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="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. ") +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. ")
+Profiles=(Name="EnemyUnit",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Enemy",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PlayerProjectile")),HelpMessage="Needs description") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Player")
+Profiles=(Name="PlayerUnit",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Player",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="EnemyProjectile")),HelpMessage="Needs description") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Enemy")
+Profiles=(Name="EnemyProjectile",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="EnemyProjectile",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Player")),HelpMessage="Needs description")
+Profiles=(Name="PlayerProjectile",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="PlayerProjectile",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Enemy")),HelpMessage="Needs description")
+Profiles=(Name="CharacterCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Needs description")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Enemy")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PlayerProjectile")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="EnemyProjectile")
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

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Content/Blueprints/BP_GameState.uasset (Stored with Git LFS)

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@ -50,34 +50,13 @@ bool UStateMachineSubsystem::ChangeState(const EGameState NewState)
switch(NewState) switch(NewState)
{ {
case EGameState::Battle: case EGameState::Battle:
UE_LOG(LogTemp, Display, TEXT("Entering BATTLE state from BATTLEMENU")) UE_LOG(LogTemp, Error, TEXT("Entering BATTLE state from BATTLEMENU"))
break; break;
default: default:
UE_LOG(LogTemp, Error, TEXT("NewState is invalid from BATTLEMENU state: %hhd"), NewState) UE_LOG(LogTemp, Error, TEXT("NewState is invalid from BATTLEMENU state: %hhd"), NewState)
return false; return false;
} }
break; break;
case EGameState::GameOver:
switch(NewState)
{
case EGameState::MainMenu:
UE_LOG(LogTemp, Display, TEXT("Entering MAINMENU state from GAMEOVER"))
break;
default:
UE_LOG(LogTemp, Error, TEXT("NewState is invalid from GAMEOVER: %hhd"), NewState)
return false;
}
break;
case EGameState::Victory:
switch(NewState)
{
case EGameState::MainMenu:
UE_LOG(LogTemp, Display, TEXT("Entering MAINMENU state from VICTORY"))
break;
default:
UE_LOG(LogTemp, Error, TEXT("NewState is invalid from VICTORY: %hhd"), NewState)
return false;
}
default: default:
UE_LOG(LogTemp, Error, TEXT("Leaving unknown state, this is a problem")) UE_LOG(LogTemp, Error, TEXT("Leaving unknown state, this is a problem"))
return false; return false;

@ -54,12 +54,6 @@ protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Classes") UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Classes")
TSubclassOf<AActor> CharacterClass; TSubclassOf<AActor> CharacterClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Melee Info")
TSubclassOf<UDamageType> MeleeDamageType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Melee Info")
UAnimMontage* MeleeMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
TSubclassOf<AActor> RangedProjectile; TSubclassOf<AActor> RangedProjectile;

@ -24,7 +24,7 @@ public:
protected: protected:
void SpawnUnits(); void SpawnUnits();
UPROPERTY(BlueprintReadWrite) UPROPERTY()
TArray<UWave*> Waves; TArray<UWave*> Waves;
UPROPERTY(BlueprintReadOnly) UPROPERTY(BlueprintReadOnly)

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