mirror of
https://github.com/ConjureETS/Octogonia.git
synced 2026-03-24 03:21:11 +00:00
Packaging success
This commit is contained in:
parent
0d31822f74
commit
b5c710dd61
@ -127,3 +127,7 @@ ApplicationScale=1.000000
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UIScaleRule=ShortestSide
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CustomScalingRuleClass=None
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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)
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[/Script/Engine.PhysicsSettings]
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bDisableCCD=True
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||||
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||||
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@ -1,2 +1,6 @@
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||||
[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=8D5D415B40759334D106D595ED276C8A
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[/Script/UnrealEd.ProjectPackagingSettings]
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FullRebuild=True
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||||
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||||
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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size 56660
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version https://git-lfs.github.com/spec/v1
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oid sha256:ea6168297ed1e59c3f973d5ca97158afb5c6f727d2b14de6dc37b2fe964236a8
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size 632
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version https://git-lfs.github.com/spec/v1
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@ -13,10 +13,10 @@ ACustomSpline::ACustomSpline()
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RootComponent = Root;
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Spline = CreateDefaultSubobject<USplineComponent>("Spline");
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Spline->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false));
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Spline->SetupAttachment(RootComponent);
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MeshesContainer = CreateDefaultSubobject<USceneComponent>("RailMeshesContainer");
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MeshesContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false));
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MeshesContainer->SetupAttachment(RootComponent);
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}
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@ -109,7 +109,7 @@ void ACustomSpline::AddMeshPart(const FVector &startLocation, const FVector &sta
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railMesh->SetStartAndEnd(startLocation + offset, startTangent, endLocation + offset, endTangent);
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railMesh->SetMobility(EComponentMobility::Movable);
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railMesh->AttachToComponent(MeshesContainer, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false));
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railMesh->SetupAttachment(MeshesContainer);
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railMesh->RegisterComponent();
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}
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@ -25,11 +25,11 @@ ADrone::ADrone()
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RootComponent = ColisionComponent;
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Mesh = CreateDefaultSubobject<UDestructibleComponent>("Mesh", false);
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Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false));
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Mesh->SetupAttachment(RootComponent);
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Mesh->OnComponentFracture.AddDynamic(this, &ADrone::DestroyDrone);
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VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false);
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VisionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false));
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VisionSphere->SetupAttachment(RootComponent);
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VisionSphere->SetSphereRadius(400, true);
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}
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@ -13,31 +13,31 @@ APlayerCharacter::APlayerCharacter()
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PrimaryActorTick.bCanEverTick = true;
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Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
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Camera->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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Camera->SetupAttachment(RootComponent);
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RightHandContainer = CreateDefaultSubobject<USceneComponent>("RightHandContainer");
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//RightHandContainer->AttachToComponent(Camera, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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RightHandContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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//RightHandContainer->SetupAttachment(Camera);
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RightHandContainer->SetupAttachment(RootComponent);
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LeftHandContainer = CreateDefaultSubobject<USceneComponent>("LeftHandContainer");
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//LeftHandContainer->AttachToComponent(Camera, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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LeftHandContainer->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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//LeftHandContainer->SetupAttachment(Camera);
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LeftHandContainer->SetupAttachment(RootComponent);
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RightHandMesh2 = CreateDefaultSubobject<USkeletalMeshComponent>("RightHandMesh2");
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RightHandMesh2->AttachToComponent(RightHandContainer, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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RightHandMesh2->SetupAttachment(RightHandContainer);
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LeftHandMesh = CreateDefaultSubobject<USkeletalMeshComponent>("LeftHandMesh");
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LeftHandMesh->AttachToComponent(LeftHandContainer, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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LeftHandMesh->SetupAttachment(LeftHandContainer);
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RightHandHookPoint = CreateDefaultSubobject<USceneComponent>("RightHandHookPoint");
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RightHandHookPoint->AttachToComponent(RightHandMesh2, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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RightHandHookPoint->SetupAttachment(RightHandMesh2);
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LeftHandHookPoint = CreateDefaultSubobject<USceneComponent>("LeftHandHookPoint");
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LeftHandHookPoint->AttachToComponent(LeftHandMesh, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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LeftHandHookPoint->SetupAttachment(LeftHandMesh);
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/**/
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EnergyLevelIndicator = CreateDefaultSubobject<UTextRenderComponent>("EnergyLevel");
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EnergyLevelIndicator->AttachToComponent(RightHandMesh2, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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EnergyLevelIndicator->SetText(FString::SanitizeFloat(this->EnergyLevel));
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EnergyLevelIndicator->SetupAttachment(RightHandMesh2);
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EnergyLevelIndicator->SetText(FText::AsNumber(this->EnergyLevel));
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EnergyLevelIndicator->SetTextRenderColor(colorDamage);
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EnergyLevelIndicator->SetWorldSize(6.0f);
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EnergyLevel = MaxEnergyLevel;
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@ -254,7 +254,7 @@ void APlayerCharacter::ModifyEnergy(float value)
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if (EnergyLevel > MaxEnergyLevel) {
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EnergyLevel = MaxEnergyLevel;
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}
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EnergyLevelIndicator->SetText(FString::SanitizeFloat(this->EnergyLevel));
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EnergyLevelIndicator->SetText(FText::AsNumber(this->EnergyLevel));
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ChangeGunMaterial();
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}
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@ -16,12 +16,12 @@ ARailWagon::ARailWagon()
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RootComponent = Root;
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AnchorPoint = CreateDefaultSubobject<USceneComponent>("AnchorPoint");
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AnchorPoint->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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AnchorPoint->SetupAttachment(RootComponent);
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DroneAverageSpeedHeuristic = 0.9f;
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
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Mesh->SetupAttachment(RootComponent);
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||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
|
||||
@ -16,18 +16,18 @@ ASeekerDrone::ASeekerDrone()
|
||||
RootComponent = CollisionCoponent;
|
||||
|
||||
SkeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>("Body", false);
|
||||
SkeletalMesh->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
|
||||
SkeletalMesh->SetupAttachment(RootComponent);
|
||||
|
||||
EatingSphere = CreateDefaultSubobject<USphereComponent>("Eating Sphere ", false);
|
||||
EatingSphere->SetSphereRadius(200, true);
|
||||
EatingSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
|
||||
EatingSphere->SetupAttachment(RootComponent);
|
||||
|
||||
VisionSphere = CreateDefaultSubobject<USphereComponent>("VisionSphere", false);
|
||||
VisionSphere->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, false));
|
||||
VisionSphere->SetupAttachment(RootComponent);
|
||||
VisionSphere->SetSphereRadius(400, true);
|
||||
|
||||
eyeSocket = CreateDefaultSubobject<USceneComponent>("Eye Socket", false);
|
||||
eyeSocket->AttachToComponent(RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
|
||||
eyeSocket->SetupAttachment(RootComponent);
|
||||
}
|
||||
void ASeekerDrone::EatNearbyDrone(float DeltaSeconds)
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user