Character Blueprint Setup

This commit is contained in:
2024-11-17 19:02:04 -04:00
parent 08cf00374e
commit 951df78e13
13 changed files with 89 additions and 47 deletions

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@ -71,3 +71,11 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/DLSS.DLSSSettings]
bEnableDLSSInEditorViewports=True
DLAAPreset=F
DLSSQualityPreset=D
DLSSBalancedPreset=D
DLSSPerformancePreset=D
DLSSUltraPerformancePreset=F

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Content/Blueprints/Character/Aura/BP_AuraCharacter.uasset (Stored with Git LFS) Normal file

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@ -1,34 +0,0 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "AuraCharacterBase.h"
// Sets default values
AAuraCharacterBase::AAuraCharacterBase()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AAuraCharacterBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AAuraCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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@ -0,0 +1,5 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "Character/AuraCharacter.h"

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@ -0,0 +1,22 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "Character/AuraCharacterBase.h"
// Sets default values
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon"));
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
// Called when the game starts or when spawned
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}

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@ -0,0 +1,5 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "Character/AuraEnemy.h"

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@ -0,0 +1,17 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"
#include "AuraCharacterBase.h"
#include "AuraCharacter.generated.h"
/**
*
*/
UCLASS()
class AURA_API AAuraCharacter : public AAuraCharacterBase
{
GENERATED_BODY()
};

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@ -6,7 +6,7 @@
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS()
UCLASS(Abstract)
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
@ -19,11 +19,7 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
};

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@ -0,0 +1,17 @@
// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"
#include "AuraCharacterBase.h"
#include "AuraEnemy.generated.h"
/**
*
*/
UCLASS()
class AURA_API AAuraEnemy : public AAuraCharacterBase
{
GENERATED_BODY()
};