Packaging success

This commit is contained in:
CONJURE046260\admin 2016-11-21 22:42:39 -05:00
parent 0d31822f74
commit b5c710dd61
75 changed files with 137 additions and 129 deletions

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@ -127,3 +127,7 @@ ApplicationScale=1.000000
UIScaleRule=ShortestSide UIScaleRule=ShortestSide
CustomScalingRuleClass=None CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None) UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)
[/Script/Engine.PhysicsSettings]
bDisableCCD=True

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@ -1,2 +1,6 @@
[/Script/EngineSettings.GeneralProjectSettings] [/Script/EngineSettings.GeneralProjectSettings]
ProjectID=8D5D415B40759334D106D595ED276C8A ProjectID=8D5D415B40759334D106D595ED276C8A
[/Script/UnrealEd.ProjectPackagingSettings]
FullRebuild=True

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@ -13,10 +13,10 @@ ACustomSpline::ACustomSpline()
RootComponent = Root; RootComponent = Root;
Spline = CreateDefaultSubobject<USplineComponent>("Spline"); Spline = CreateDefaultSubobject<USplineComponent>("Spline");
Spline->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false)); Spline->SetupAttachment(RootComponent);
MeshesContainer = CreateDefaultSubobject<USceneComponent>("RailMeshesContainer"); MeshesContainer = CreateDefaultSubobject<USceneComponent>("RailMeshesContainer");
MeshesContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false)); MeshesContainer->SetupAttachment(RootComponent);
} }
@ -109,7 +109,7 @@ void ACustomSpline::AddMeshPart(const FVector &startLocation, const FVector &sta
railMesh->SetStartAndEnd(startLocation + offset, startTangent, endLocation + offset, endTangent); railMesh->SetStartAndEnd(startLocation + offset, startTangent, endLocation + offset, endTangent);
railMesh->SetMobility(EComponentMobility::Movable); railMesh->SetMobility(EComponentMobility::Movable);
railMesh->AttachToComponent(MeshesContainer, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false)); railMesh->SetupAttachment(MeshesContainer);
railMesh->RegisterComponent(); railMesh->RegisterComponent();
} }

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@ -25,11 +25,11 @@ ADrone::ADrone()
RootComponent = ColisionComponent; RootComponent = ColisionComponent;
Mesh = CreateDefaultSubobject<UDestructibleComponent>("Mesh", false); Mesh = CreateDefaultSubobject<UDestructibleComponent>("Mesh", false);
Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false)); Mesh->SetupAttachment(RootComponent);
Mesh->OnComponentFracture.AddDynamic(this, &ADrone::DestroyDrone); Mesh->OnComponentFracture.AddDynamic(this, &ADrone::DestroyDrone);
VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false); VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false);
VisionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false)); VisionSphere->SetupAttachment(RootComponent);
VisionSphere->SetSphereRadius(400, true); VisionSphere->SetSphereRadius(400, true);
} }

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@ -13,31 +13,31 @@ APlayerCharacter::APlayerCharacter()
PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bCanEverTick = true;
Camera = CreateDefaultSubobject<UCameraComponent>("Camera"); Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
Camera->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); Camera->SetupAttachment(RootComponent);
RightHandContainer = CreateDefaultSubobject<USceneComponent>("RightHandContainer"); RightHandContainer = CreateDefaultSubobject<USceneComponent>("RightHandContainer");
//RightHandContainer->AttachToComponent(Camera, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); //RightHandContainer->SetupAttachment(Camera);
RightHandContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); RightHandContainer->SetupAttachment(RootComponent);
LeftHandContainer = CreateDefaultSubobject<USceneComponent>("LeftHandContainer"); LeftHandContainer = CreateDefaultSubobject<USceneComponent>("LeftHandContainer");
//LeftHandContainer->AttachToComponent(Camera, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); //LeftHandContainer->SetupAttachment(Camera);
LeftHandContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); LeftHandContainer->SetupAttachment(RootComponent);
RightHandMesh2 = CreateDefaultSubobject<USkeletalMeshComponent>("RightHandMesh2"); RightHandMesh2 = CreateDefaultSubobject<USkeletalMeshComponent>("RightHandMesh2");
RightHandMesh2->AttachToComponent(RightHandContainer, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); RightHandMesh2->SetupAttachment(RightHandContainer);
LeftHandMesh = CreateDefaultSubobject<USkeletalMeshComponent>("LeftHandMesh"); LeftHandMesh = CreateDefaultSubobject<USkeletalMeshComponent>("LeftHandMesh");
LeftHandMesh->AttachToComponent(LeftHandContainer, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); LeftHandMesh->SetupAttachment(LeftHandContainer);
RightHandHookPoint = CreateDefaultSubobject<USceneComponent>("RightHandHookPoint"); RightHandHookPoint = CreateDefaultSubobject<USceneComponent>("RightHandHookPoint");
RightHandHookPoint->AttachToComponent(RightHandMesh2, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); RightHandHookPoint->SetupAttachment(RightHandMesh2);
LeftHandHookPoint = CreateDefaultSubobject<USceneComponent>("LeftHandHookPoint"); LeftHandHookPoint = CreateDefaultSubobject<USceneComponent>("LeftHandHookPoint");
LeftHandHookPoint->AttachToComponent(LeftHandMesh, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); LeftHandHookPoint->SetupAttachment(LeftHandMesh);
/**/ /**/
EnergyLevelIndicator = CreateDefaultSubobject<UTextRenderComponent>("EnergyLevel"); EnergyLevelIndicator = CreateDefaultSubobject<UTextRenderComponent>("EnergyLevel");
EnergyLevelIndicator->AttachToComponent(RightHandMesh2, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); EnergyLevelIndicator->SetupAttachment(RightHandMesh2);
EnergyLevelIndicator->SetText(FString::SanitizeFloat(this->EnergyLevel)); EnergyLevelIndicator->SetText(FText::AsNumber(this->EnergyLevel));
EnergyLevelIndicator->SetTextRenderColor(colorDamage); EnergyLevelIndicator->SetTextRenderColor(colorDamage);
EnergyLevelIndicator->SetWorldSize(6.0f); EnergyLevelIndicator->SetWorldSize(6.0f);
EnergyLevel = MaxEnergyLevel; EnergyLevel = MaxEnergyLevel;
@ -254,7 +254,7 @@ void APlayerCharacter::ModifyEnergy(float value)
if (EnergyLevel > MaxEnergyLevel) { if (EnergyLevel > MaxEnergyLevel) {
EnergyLevel = MaxEnergyLevel; EnergyLevel = MaxEnergyLevel;
} }
EnergyLevelIndicator->SetText(FString::SanitizeFloat(this->EnergyLevel)); EnergyLevelIndicator->SetText(FText::AsNumber(this->EnergyLevel));
ChangeGunMaterial(); ChangeGunMaterial();
} }

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@ -16,12 +16,12 @@ ARailWagon::ARailWagon()
RootComponent = Root; RootComponent = Root;
AnchorPoint = CreateDefaultSubobject<USceneComponent>("AnchorPoint"); AnchorPoint = CreateDefaultSubobject<USceneComponent>("AnchorPoint");
AnchorPoint->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); AnchorPoint->SetupAttachment(RootComponent);
DroneAverageSpeedHeuristic = 0.9f; DroneAverageSpeedHeuristic = 0.9f;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh"); Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); Mesh->SetupAttachment(RootComponent);
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned

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@ -16,18 +16,18 @@ ASeekerDrone::ASeekerDrone()
RootComponent = CollisionCoponent; RootComponent = CollisionCoponent;
SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>("Body", false); SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>("Body", false);
SkeletalMesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); SkeletalMesh->SetupAttachment(RootComponent);
EatingSphere = CreateDefaultSubobject<USphereComponent>("Eating Sphere ", false); EatingSphere = CreateDefaultSubobject<USphereComponent>("Eating Sphere ", false);
EatingSphere->SetSphereRadius(200, true); EatingSphere->SetSphereRadius(200, true);
EatingSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); EatingSphere->SetupAttachment(RootComponent);
VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false); VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false);
VisionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false)); VisionSphere->SetupAttachment(RootComponent);
VisionSphere->SetSphereRadius(400, true); VisionSphere->SetSphereRadius(400, true);
eyeSocket = CreateDefaultSubobject<USceneComponent>("Eye Socket", false); eyeSocket = CreateDefaultSubobject<USceneComponent>("Eye Socket", false);
eyeSocket->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false)); eyeSocket->SetupAttachment(RootComponent);
} }
void ASeekerDrone::EatNearbyDrone(float DeltaSeconds) void ASeekerDrone::EatNearbyDrone(float DeltaSeconds)
{ {