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4 Commits

@ -114,8 +114,15 @@ 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="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")
+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")
+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")
+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="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

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Content/Audio/Common/bladeslash.uasset (Stored with Git LFS)

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

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Content/Levels/MainMenu.umap (Stored with Git LFS)

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

@ -54,6 +54,12 @@ protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Classes")
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")
TSubclassOf<AActor> RangedProjectile;

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

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