Character Blueprint Setup
This commit is contained in:
@ -71,3 +71,11 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/DLSS.DLSSSettings]
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bEnableDLSSInEditorViewports=True
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DLAAPreset=F
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DLSSQualityPreset=D
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DLSSBalancedPreset=D
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DLSSPerformancePreset=D
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DLSSUltraPerformancePreset=F
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BIN
Content/Assets/Characters/Aura/SKM_Aura.uasset
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Content/Assets/Characters/Aura/SKM_Aura.uasset
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Content/Assets/Characters/Aura/SK_Aura.uasset
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Content/Assets/Characters/Aura/SK_Aura.uasset
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Content/Assets/Enemies/Goblin/SK_Goblin.uasset
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Content/Assets/Enemies/Goblin/SK_Goblin.uasset
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Content/Blueprints/Character/Aura/BP_AuraCharacter.uasset
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Content/Blueprints/Character/Aura/BP_AuraCharacter.uasset
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Content/Blueprints/Character/Enemy/GoblinSpear/BP_GoblinSpear.uasset
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Content/Blueprints/Character/Enemy/GoblinSpear/BP_GoblinSpear.uasset
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@ -1,34 +0,0 @@
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#include "AuraCharacterBase.h"
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// Sets default values
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AAuraCharacterBase::AAuraCharacterBase()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AAuraCharacterBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AAuraCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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5
Source/Aura/Private/Character/AuraCharacter.cpp
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5
Source/Aura/Private/Character/AuraCharacter.cpp
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@ -0,0 +1,5 @@
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#include "Character/AuraCharacter.h"
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22
Source/Aura/Private/Character/AuraCharacterBase.cpp
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22
Source/Aura/Private/Character/AuraCharacterBase.cpp
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@ -0,0 +1,22 @@
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#include "Character/AuraCharacterBase.h"
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// Sets default values
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon"));
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Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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// Called when the game starts or when spawned
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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5
Source/Aura/Private/Character/AuraEnemy.cpp
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5
Source/Aura/Private/Character/AuraEnemy.cpp
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#include "Character/AuraEnemy.h"
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Source/Aura/Public/Character/AuraCharacter.h
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Source/Aura/Public/Character/AuraCharacter.h
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@ -0,0 +1,17 @@
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#pragma once
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#include "CoreMinimal.h"
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#include "AuraCharacterBase.h"
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#include "AuraCharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraCharacter : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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@ -6,7 +6,7 @@
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS()
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UCLASS(Abstract)
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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@ -19,11 +19,7 @@ protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UPROPERTY(EditAnywhere, Category="Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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};
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Source/Aura/Public/Character/AuraEnemy.h
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17
Source/Aura/Public/Character/AuraEnemy.h
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@ -0,0 +1,17 @@
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
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#pragma once
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#include "CoreMinimal.h"
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#include "AuraCharacterBase.h"
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#include "AuraEnemy.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraEnemy : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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