Compare commits

..

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="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. ")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Player") +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_GameTraceChannel2,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Enemy") +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="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")

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

Binary file not shown.

Binary file not shown.

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

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

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

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

@ -50,13 +50,34 @@ bool UStateMachineSubsystem::ChangeState(const EGameState NewState)
switch(NewState) switch(NewState)
{ {
case EGameState::Battle: case EGameState::Battle:
UE_LOG(LogTemp, Error, TEXT("Entering BATTLE state from BATTLEMENU")) UE_LOG(LogTemp, Display, 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;

@ -54,6 +54,12 @@ 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() UPROPERTY(BlueprintReadWrite)
TArray<UWave*> Waves; TArray<UWave*> Waves;
UPROPERTY(BlueprintReadOnly) UPROPERTY(BlueprintReadOnly)

Loading…
Cancel
Save