// Sets default values
AHairSegment::AHairSegment()
{
	PrimaryActorTick.bCanEverTick = false;

	ProceduralMeshData = NewObject<UProceduralMeshData>();
	ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
	RootComponent = ProceduralMesh;
	ProceduralMesh->SetCollisionProfileName(TEXT("OverlapAll"));

	OutlineMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("OutlineMesh"));
	static ConstructorHelpers::FObjectFinder<UMaterialInterface> BasicMat(TEXT("MaterialInterface'/Game/Materials/M_Basic.M_Basic'"));
	if (BasicMat.Succeeded())
		OutlineMesh->SetMaterial(0, BasicMat.Object);
	OutlineMesh->SetRenderInMainPass(false);
	OutlineMesh->SetCastShadow(false);

	Spline = CreateDefaultSubobject<USplineComponent>(TEXT("Spline"));
	Spline->SetupAttachment(RootComponent);
	Spline->ClearSplinePoints();

	static ConstructorHelpers::FObjectFinder<UMaterialInterface> TmpMat(TEXT("MaterialInterface'/Game/Materials/M_Test.M_Test'"));
	if (TmpMat.Succeeded())
		Material = TmpMat.Object;

	if (Material)
		SetSegmentMaterial(0, Material);
}
Beispiel #2
0
// Sets default values
AMotherActor::AMotherActor()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	UBoxComponent* Box = CreateDefaultSubobject<UBoxComponent>(TEXT("RootComponent"));
	RootComponent = Box;
	Box->InitBoxExtent(FVector(20.0f, 20.0f, 20.0f));

	UBoxComponent* Box1 = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
	Box1->InitBoxExtent(FVector(60.0f, 60.0f, 60.0f));
	Box1->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
	SphereComponent->InitSphereRadius(60.0f);
	SphereComponent->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded()) {
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -100.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	Box1->AttachTo(RootComponent);
	SphereVisual->AttachTo(RootComponent);
	SphereComponent->AttachTo(RootComponent);

	UChildActorComponent * ChildActor = CreateDefaultSubobject<UChildActorComponent>(TEXT("InventoryCamera"));
	ChildActor->SetChildActorClass(AOrbitalActor::StaticClass());
	ChildActor->CreateChildActor();
	FVector position = GetActorLocation();
	ChildActor->SetRelativeTransform(FTransform(position));

}
// Sets default values
AProjectile::AProjectile()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	
	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("Collision_Component"));
	CollisionComp->SetSphereRadius(5.0f);
	CollisionComp->AttachTo(RootComponent);
	CollisionComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	CollisionComp->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
	
	SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Sphere_Mesh"));
	SphereVisual->AttachTo(CollisionComp);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(-7.0f, 0.0f, 0.0f));
		SphereVisual->SetWorldScale3D(FVector(0.2f, 0.04f, 0.02f));
		SphereVisual->SetCollisionEnabled(ECollisionEnabled::NoCollision);
		
		static ConstructorHelpers::FObjectFinder<UMaterial> MaterialAsset(TEXT("/Game/Materials/BulletMat"));
		if (MaterialAsset.Succeeded())
		{
			SphereVisual->SetMaterial(0, MaterialAsset.Object);
		}
		
		UProjectileMovementComponent* ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile_Movement"));
		ProjectileMovement->InitialSpeed = 2000.0f;
		ProjectileMovement->ProjectileGravityScale = 0.0f;
	}
}
Beispiel #4
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// Sets default values
AExplodeRay::AExplodeRay()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

    // Find assets
    static ConstructorHelpers::FObjectFinder<UStaticMesh> ofMesh(TEXT("StaticMesh'/Game/StaticMeshes/Shape_Cube.Shape_Cube'"));
    static ConstructorHelpers::FObjectFinder<UMaterial> ofMat(TEXT("Material'/Game/Materials/M_Ray.M_Ray'"));

    m_pMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    m_pMesh->SetCollisionProfileName(TEXT("NoCollision"));

    if (ofMesh.Succeeded() &&
        ofMat.Succeeded())
    {
        m_pMesh->SetStaticMesh(ofMesh.Object);
        m_pMesh->SetRelativeLocation(FVector(0.0f, 0.0f, -50.0f));
        m_pParentMat = ofMat.Object;
    }

    m_pBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
    m_pBox->InitBoxExtent(FVector(50.0f, 50.0f, 50.0f));
    m_pBox->SetCollisionProfileName(TEXT("OverlapAll"));
    m_pBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_GameTraceChannel1, ECollisionResponse::ECR_Ignore);

    RootComponent = m_pBox;
    m_pMesh->AttachTo(RootComponent);

    m_fTime = EXPLODE_RAY_LIFETIME;
}
// Sets default values
ASkateboardPawn::ASkateboardPawn()
{
	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	// Makes the first player take control of this pawn automatically
	AutoPossessPlayer = EAutoReceiveInput::Player0;
	// Create a dummy root component we can attach things to
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	// Create a camera and a visible object
	UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh>CubeVisualAsset(TEXT("/Game/skateboard"));
	if (CubeVisualAsset.Succeeded())
	{
		Mesh->SetStaticMesh(CubeVisualAsset.Object);
		Mesh->SetSimulatePhysics(true);
		//Mesh->SetMassOverrideInKg("", 100);
	}

	// Attach our camera and visible object to our root component. Offset and rotate the camera.
	Camera->AttachTo(Mesh);
	Camera->SetRelativeLocation(FVector(-450.0f, 0.0f, 450.0f));
	Camera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.0f));
	Camera->SetWorldScale3D(FVector(1, 1, 1));
	Mesh->AttachTo(RootComponent);
}
// Sets default values
AHeatmapDataCollector::AHeatmapDataCollector(const FObjectInitializer& ObjectInitializer)
	:Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;

	FString StringOfCoords = "";
	it = 0;

	Billboard = ObjectInitializer.CreateDefaultSubobject<UBillboardComponent>(this, TEXT("Billboard"));
	RootComponent = Billboard;
	static ConstructorHelpers::FObjectFinder<UTexture2D> Spalsh(TEXT("Texture2D'/Engine/EditorResources/S_NavP.S_NavP'"));
	if (Spalsh.Succeeded())
	{
		Billboard->SetSprite(Spalsh.Object);
	}

	TextComponent = ObjectInitializer.CreateDefaultSubobject<UTextRenderComponent>(this, TEXT("TextComponent"));
	TextComponent->AttachTo(RootComponent);
	TextComponent->WorldSize = 92;
	TextComponent->bHiddenInGame = false;

	PathSpline = ObjectInitializer.CreateDefaultSubobject<USplineComponent>(this, TEXT("PathSplineComponent"));

	BeamParticle = ObjectInitializer.CreateDefaultSubobject<UParticleSystem>(this, TEXT("beamParticle"));
	//BeamParticle->bAutoDeactivate = false;	
}
// Sets default values
ARifle::ARifle()
{
	// Max ammo in one clip
	ClipSize = 30;
	// Ammo per clip/magazine
	AmmoCount = ClipSize;
	// Rounds per second
	SetRPS(10.0f);
	// Range of rifle
	SetRange(2000.0f);
	// Damage values
	SetPlayerDamage(0.5f);
	SetEnemyDamage(20.0f);

	static ConstructorHelpers::FObjectFinder<USkeletalMesh> GunAsset(TEXT("/Game/FPWeapon/Mesh/SK_FPGun.SK_FPGun"));
	if (GunAsset.Succeeded())
	{
		static ConstructorHelpers::FObjectFinder<UMaterial> MaterialAsset(TEXT("/Game/FPWeapon/Materials/M_FPGun"));
		if (MaterialAsset.Succeeded())
		{
			SetupWeaponMesh(GunAsset.Object, MaterialAsset.Object, FVector(0.0f, 0.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f));
		}
		SetupArrowComp(FVector(0.0f, 50.0f, 11.0f), FRotator(0.0f, 90.0f, 0.0f));
	}
}
Beispiel #8
0
AParticle::AParticle()
	:
	m_bobHeight( 50.f ),
	m_sphereRadius(0.009f),
	m_lightIntensity(50.f)
{
	// Must turn on for floating animation
	PrimaryActorTick.bCanEverTick = false;

	// Set visual sphere as the root component
    SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootComponent"));
    RootComponent = SphereVisual;
	
	// NOTE - Shape_Sphere.uasset must be located in the following directory at compile time (will be automatically created for projects with starter content)
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));

	// Otherwise, the Shape_Sphere.uasset file must be physically located in the project's "Content" folder at compile time for it to show up
	//static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/Shape_Sphere.Shape_Sphere"));
	
	if (SphereVisualAsset.Succeeded())
    {
        SphereVisual->SetStaticMesh(SphereVisualAsset.Object);	
        SphereVisual->SetWorldScale3D(FVector(m_sphereRadius));
    }

	// Create and attach point light
	PointLight1 = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLight1"));
	PointLight1->Intensity = m_lightIntensity;
	PointLight1->bVisible = true;
	PointLight1->SetupAttachment(SphereVisual);
}
Beispiel #9
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VehiclePawnWrapper::VehiclePawnWrapper()
{
    static ConstructorHelpers::FObjectFinder<UParticleSystem> collision_display(TEXT("ParticleSystem'/AirSim/StarterContent/Particles/P_Explosion.P_Explosion'"));
    if (!collision_display.Succeeded())
        collision_display_template = collision_display.Object;
    else
        collision_display_template = nullptr;
}
Beispiel #10
0
UChannelledAbility::UChannelledAbility() : Super() {
	partclSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ChannelLineParticleSystem"));

	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleSystemClass(TEXT("/Game/TopDown/Particle_Effects/AoE"));
	if (ParticleSystemClass.Succeeded()) {
		partclSystem->Template = ParticleSystemClass.Object;
		partclSystem->bAutoActivate = false;
	}
}
// Sets default values
ACollidingPawn::ACollidingPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Tutorial code

	// Our root component will be a sphere that reats to Physics
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;
	SphereComponent->InitSphereRadius(40.0f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

	// Creating and correctly Positioning the Mesh component so that it fits the sphere collision
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->AttachTo(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f,-40.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	// Particle system Creation, Positioning (Offset)
	OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
	OurParticleSystem->AttachTo(SphereVisual);
	OurParticleSystem->bAutoActivate = false;
	OurParticleSystem->SetRelativeLocation(FVector(-20.0f,0.0f,0.0f));
	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
	if (ParticleAsset.Succeeded())
	{
		OurParticleSystem->SetTemplate(ParticleAsset.Object);
	}

	// SpringArm creation for a smooth and fast Camera Experience ( We could have just avoided this springArm ) but for the sake of smoothness
	USpringArmComponent* SpringArm = CreateAbstractDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
	SpringArm->AttachTo(RootComponent);
	SpringArm->RelativeRotation = FRotator(-45.0f,0.0f,0.0f);
	SpringArm->TargetArmLength = 400.0f;
	SpringArm->bEnableCameraLag = true;
	SpringArm->CameraLagSpeed = 3.0f;
	
	// Easy to create the Camera component and attach it to the built in Socket at the end of springArm
	UCameraComponent* ActualCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
	ActualCamera->AttachTo(SpringArm, USpringArmComponent::SocketName);

	// Take control of the default player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	// creating an instance of our movement component, and telling it to update the root.
	OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
	OurMovementComponent->UpdatedComponent = RootComponent;
	
	

}
UParametricSurfaceComponent::UParametricSurfaceComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
	, MaterialInterface(nullptr)
{
	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MI(TEXT("MaterialInstanceConstant'/Game/Materials/M_Simple_Inst.M_Simple_Inst'"));
	if (MI.Succeeded())
	{
		MaterialInterface = MI.Object;
	}
}
Beispiel #13
0
AWeapon::AWeapon() : Super() {
	partclSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("WeaponParticle"));
	audioComp = CreateDefaultSubobject<UAudioComponent>(TEXT("WeaponAudio"));
	SetType(ItemEnumns::Weapon);

	static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleSystemClass(TEXT("/Game/TopDown/Particle_Effects/Gun_Flash"));
	if (ParticleSystemClass.Succeeded()) {
		partclSystem->Template = ParticleSystemClass.Object;
		partclSystem->bAutoActivate = false;
		partclSystem->SetActorParameter(FName(TEXT("BeamSource")), this);
	}
}
Beispiel #14
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APlayerHUD::APlayerHUD(const FObjectInitializer& objectInitializer)
: Super(objectInitializer)
{
	//Font'/Game/Realm/UI/UIFont.UIFont'
	static ConstructorHelpers::FObjectFinder<UFont> fontClass(TEXT("/Game/Realm/UI/UIFont"));
	if (fontClass.Succeeded())
	{
		uiFont = fontClass.Object;
	}

	bShowOverlays = true;
}
Beispiel #15
0
APlayerHUD::APlayerHUD(const FObjectInitializer& objectInitializer)
: Super(objectInitializer)
{
	//Font'/Game/Realm/UI/UIFont.UIFont'
	static ConstructorHelpers::FObjectFinder<UFont> fontClass(TEXT("/Game/Realm/UI/UIFont"));
	if (fontClass.Succeeded())
	{
		uiFont = fontClass.Object;
	}

	bShowOverlays = true;
	mapPosition = FVector2D(0.8f, 0.7f);
	mapDimensions = 300.f;
}
AMechanism::AMechanism()
{
	PrimaryActorTick.bCanEverTick = true;

  //skeletal mesh
  SkeletalMesh = CreateOptionalDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalComponent"));
  if (SkeletalMesh) {
    SkeletalMesh->AlwaysLoadOnClient = true;
    SkeletalMesh->AlwaysLoadOnServer = true;
    SkeletalMesh->bOwnerNoSee = false;
    SkeletalMesh->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPose;
    SkeletalMesh->bCastDynamicShadow = true;
    SkeletalMesh->bAffectDynamicIndirectLighting = true;
    SkeletalMesh->PrimaryComponentTick.TickGroup = TG_PrePhysics;
    SkeletalMesh->bChartDistanceFactor = true;
    SkeletalMesh->AttachParent = RootComponent;
    static FName CollisionProfileName(TEXT("OverlapAll"));
    SkeletalMesh->SetCollisionProfileName(CollisionProfileName);
    SkeletalMesh->bGenerateOverlapEvents = true;
    SkeletalMesh->bCanEverAffectNavigation = false;
    SkeletalMesh->SetRelativeLocation(FVector(0, 0, 0));
    SkeletalMesh->CastShadow = false;
  }
  //Public properties
  CanActivate = CanDisactivate = true;
  DisableAtEndAction = false;
  NumberOfActions = 1;
  TimeInIntermittence = 1.0f;
  TimeToStartIntermittence = 5.0f;
  ColorDisabled = FLinearColor(0.0f, 0.0f, 0.0f, 1.0f);
  ColorEnabled = FLinearColor(0.0f, 0.9490f, 1.0f, 1.0f);
  intermitedOn = true;
  m_target = ColorEnabled;
  m_origin = ColorDisabled;
  //Private properties
  m_elapsedIntermitence = 0.0f;
  m_elapsedStartIntermitence = TimeToStartIntermittence;

  MechanismMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
  UMaterial* mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Button/Button.Button'"));
  if (MatFinder.Succeeded())
  {
    mat = MatFinder.Object;
    MechanismMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }

  m_isPushed = false;
}
Beispiel #17
0
ARangePowerup::ARangePowerup()
{
    static ConstructorHelpers::FObjectFinder<UStaticMesh> ofMesh(TEXT("StaticMesh'/Game/StaticMeshes/explode_powerup.explode_powerup'"));

    m_pMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    m_pMesh->SetCollisionProfileName(TEXT("NoCollision"));

    if (ofMesh.Succeeded())
    {
        m_pMesh->SetStaticMesh(ofMesh.Object);
        m_pMesh->SetWorldScale3D(FVector(0.5f, 0.5f, 0.5f));
    }
    
    m_pMesh->AttachTo(RootComponent);
}
Beispiel #18
0
// Sets default values
APawnCharacter::APawnCharacter()
{

	// Stats
	moveSpeed = 300.0f;
	dodgeSpeed = 800.0f;

 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Our root component will be a sphere that reacts to physics
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;
	SphereComponent->InitSphereRadius(40.0f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

	// Create and position a mesh component so we can see where our sphere is
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->AttachTo(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	// Use a spring arm to give the camera smooth, natural-feeling motion.
	USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
	SpringArm->AttachTo(RootComponent);
	SpringArm->RelativeRotation = FRotator(-75.f, 0.f, 0.f);
	SpringArm->TargetArmLength = 800.0f;
	SpringArm->bEnableCameraLag = true;
	SpringArm->CameraLagSpeed = 5.0f;

	// Create a camera and attach to our spring arm
	UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
	Camera->AttachTo(SpringArm, USpringArmComponent::SocketName);

	// Take control of the default player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	// Create an instance of our movement component, and tell it to update the root.
	OurMovementComponent = CreateDefaultSubobject<UPawnCharacterMovementComponent>(TEXT("CustomMovementComponent"));
	OurMovementComponent->UpdatedComponent = RootComponent;
	OurMovementComponent->setMoveSpeed(moveSpeed);

}
Beispiel #19
0
// Sets default values
AAltar::AAltar()
{
  PrimaryActorTick.bCanEverTick = true;
  this->SetActorEnableCollision(true);
  GiveKey = true;
  AltarColor = FLinearColor(0.0f, 0.0f, 1.0f);
  DisableColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.0f);
  AltarMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
  UMaterial* mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Altar/Altar_mat.Altar_mat'"));
  if (MatFinder.Succeeded())
  {
    mat = MatFinder.Object;
    AltarMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }
  m_colorControl = false;
}
ATP_TopDownCharacter::ATP_TopDownCharacter()
{
	// Set size for player capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	// Don't rotate character to camera direction
	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
	GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
	GetCharacterMovement()->bConstrainToPlane = true;
	GetCharacterMovement()->bSnapToPlaneAtStart = true;

	// Create a camera boom...
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->bAbsoluteRotation = true; // Don't want arm to rotate when character does
	CameraBoom->TargetArmLength = 800.f;
	CameraBoom->RelativeRotation = FRotator(-60.f, 0.f, 0.f);
	CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level

										  // Create a camera...
	TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
	TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
	TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

	// Create a decal in the world to show the cursor's location
	CursorToWorld = CreateDefaultSubobject<UDecalComponent>("CursorToWorld");
	CursorToWorld->SetupAttachment(RootComponent);
	static ConstructorHelpers::FObjectFinder<UMaterial> DecalMaterialAsset(TEXT("Material'/Game/TopDownCPP/Blueprints/M_Cursor_Decal.M_Cursor_Decal'"));
	if (DecalMaterialAsset.Succeeded())
	{
		CursorToWorld->SetDecalMaterial(DecalMaterialAsset.Object);
	}
	CursorToWorld->DecalSize = FVector(16.0f, 32.0f, 32.0f);
	CursorToWorld->SetRelativeRotation(FRotator(90.0f, 0.0f, 0.0f).Quaternion());

	// Activate ticking in order to update the cursor every frame.
	PrimaryActorTick.bCanEverTick = true;
	PrimaryActorTick.bStartWithTickEnabled = true;
}
// Sets default values
ABatteryPickup::ABatteryPickup()
{
	// Activamos las físicas
	GetMesh()->SetSimulatePhysics(true);

	BatteryPower = 150.0f;

	static ConstructorHelpers::FObjectFinder<UParticleSystem> Template
	(TEXT("ParticleSystem'/Game/ExampleContent/Effects/ParticleSystems/P_electricity_arc.P_electricity_arc'"));

	if (Template.Succeeded())
	{
		ParticleSystemTemplate = Template.Object;
	} else 
	{
		UE_LOG(LogTemp, Warning, TEXT("'P_electricity_arc' not found"));
	}
	
}
Beispiel #22
0
// Sets default values
APlanet::APlanet() {
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Create and position a mesh component so we can see where our sphere is
	ourVisualComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SphereVisualRepresentation"));
	RootComponent = ourVisualComponent;
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));

	if (SphereVisualAsset.Succeeded()) {
			ourVisualComponent->SetStaticMesh(SphereVisualAsset.Object);
	}

	distanceFromSun = 0.0f;
	enterHeightOffset = -10000.0f;
	rotationSpeed = 1/FMath::FRandRange(0.15f, 0.5f);
	runningTime = FMath::FRandRange(0.0f, 2.0f*PI) * rotationSpeed;

}
Beispiel #23
0
// Sets default values
ATorus::ATorus()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

    m_pMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));

    static ConstructorHelpers::FObjectFinder<UStaticMesh> ofMesh(TEXT("StaticMesh'/Game/StaticMeshes/torus.torus'"));

    if (ofMesh.Succeeded())
    {
        m_pMesh->SetStaticMesh(ofMesh.Object);
        m_pMesh->SetCollisionProfileName(TEXT("NoCollision"));
    }

    RootComponent = m_pMesh;

    m_fRotation = 0.0f;
}
// Sets default values
APawnWithCamera::APawnWithCamera()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;


	// Our root component will be a sphere that reacts to physics
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
	RootComponent = SphereComponent;
	SphereComponent->InitSphereRadius(40.0f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

	// Create and position a mesh component so we can see where our sphere is
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->AttachTo(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	//Create our camera sprinf
	OurCameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
	OurCameraSpringArm->AttachTo(RootComponent);
	OurCameraSpringArm->SetRelativeLocationAndRotation(FVector(4.0f, 0.0f, 30.0f), FRotator(-60.0f, 0.0f, 0.0f));
	OurCameraSpringArm->TargetArmLength = 300.f;
	OurCameraSpringArm->bEnableCameraLag = true;
	OurCameraSpringArm->CameraLagSpeed = 3.0f;

	OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("GameCamera"));
	OurCamera->AttachTo(OurCameraSpringArm, USpringArmComponent::SocketName);

	OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
	OurMovementComponent->UpdatedComponent = RootComponent;

	//Take control of the default Player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	speenIncrease = 2.0f;
	speed = 100.f;
}
AMobilePlatform::AMobilePlatform() {
  PrimaryActorTick.bCanEverTick = true;
  OurVisibleComponent->bGenerateOverlapEvents = true;
  this->SetActorEnableCollision(true);

  RootComponent->SetMobility(EComponentMobility::Movable);
  OurVisibleComponent->SetMobility(EComponentMobility::Movable);
  OurVisibleComponent->CastShadow = false;

  //setting
  RightDistance = 100.f;
  LeftDistance = 100.f;
  RightDelay = 1.f;
  LeftDelay = 1.f;
  Speed = 100.f;
  InitialDelay = 1.f;
  Enabled = true;
  ColorDisabled = FLinearColor(0.0f, 0.0f, 0.0f, 1.0f);
  ColorEnabled = FLinearColor(0.0f, 0.9490f, 1.0f, 1.0f);
  TimeInIntermittence = 1.0f;

  //private variables
  m_timer = 0;
  m_state = INITIAL_DELAY;
  m_currentDistance = 0;
  m_maxActions = 1;
  m_actions = 0;
  m_disableAtEndAction = m_isPlayerOn = false;
  intermitedOn = true;
  m_target = ColorEnabled;
  m_origin = ColorDisabled;
  m_controlOff = false;

  MobilePlatformMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
  UMaterial* mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Plataforma_MOVIL/Plataforma_movil.Plataforma_movil'"));
  if (MatFinder.Succeeded())
  {
    mat = MatFinder.Object;
    MobilePlatformMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }
}
APickupRocketLauncher::APickupRocketLauncher(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (nullptr != StaticMeshComp)
	{
		static ConstructorHelpers::FObjectFinder<UStaticMesh> SM(TEXT("StaticMesh'/Game/PrototypeWeap/Prototype_RocketLauncher_Pickup.Prototype_RocketLauncher_Pickup'"));
		if (SM.Succeeded())
		{
			StaticMeshComp->SetStaticMesh(SM.Object);
		}
	}

	static ConstructorHelpers::FObjectFinder<USoundCue> SC(TEXT("SoundCue'/Game/PrototypeWeap/Sound/RocketLauncher/RL_AmmoPickup_Cue.RL_AmmoPickup_Cue'"));
	if (SC.Succeeded())
	{
		PickupSoundCue = SC.Object;
	}

	WeaponType = AWeaponRocketLauncher::StaticClass();
}
void AIWeapon::SetAssets(const FString& SkeletMeshPath, const FString& ProjectileBPPath, const FString& ParticleSystemPath)
{
	static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalAsset(*SkeletMeshPath);
	if (SkeletalAsset.Succeeded())
	{
		WeaponSkeletalMeshComp->SetSkeletalMesh(SkeletalAsset.Object);
	}

	static ConstructorHelpers::FClassFinder<AActor> ProjectileBlueprint(*ProjectileBPPath);
	if (ProjectileBlueprint.Succeeded())
	{
		ProjectileClass = ProjectileBlueprint.Class;
	}

	static ConstructorHelpers::FObjectFinder<UParticleSystem> FlashAsset(*ParticleSystemPath);
	if (FlashAsset.Succeeded())
	{
		FlashParticleSystemRaw = FlashAsset.Object;
	}
}
APickupSniperRifle::APickupSniperRifle(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (nullptr != StaticMeshComp)
	{
		static ConstructorHelpers::FObjectFinder<UStaticMesh> SM(TEXT("StaticMesh'/Game/PrototypeWeap/Prototype_SniperRifle_Pickup.Prototype_SniperRifle_Pickup'"));
		if (SM.Succeeded())
		{
			StaticMeshComp->SetStaticMesh(SM.Object);
		}
	}

	static ConstructorHelpers::FObjectFinder<USoundCue> SC(TEXT("SoundCue'/Game/PrototypeWeap/Sound/SniperRifle/SR_AmmoPickup01_Cue.SR_AmmoPickup01_Cue'")); //!< 02, 03 ‚à‚ ‚é
	if (SC.Succeeded())
	{
		PickupSoundCue = SC.Object;
	}

	WeaponType = AWeaponSniperRifle::StaticClass();
}
AEntranceLight::AEntranceLight()
{
  PrimaryActorTick.bCanEverTick = false;
  RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
  LightMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LigtMesh"));
  RootComponent->SetMobility(EComponentMobility::Static);
  LightMesh->SetMobility(EComponentMobility::Static);
  LightMesh->CastShadow = false;
  LightMesh->AttachTo(RootComponent);
  ColorKey = FLinearColor(0.0f, 0.0f, 0.0f);

  TowerLightMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
  UMaterial* mat = nullptr;
  static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Entrance/Entrance_light_additive.Entrance_light_additive'"));
  if (MatFinder.Succeeded())
  {
    mat = MatFinder.Object;
    TowerLightMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
  }
}
AImpactEffectAssaultRifle::AImpactEffectAssaultRifle()
	: Super()
{
	static ConstructorHelpers::FObjectFinder<UParticleSystem> PS(TEXT("ParticleSystem'/Game/PrototypeWeap/FX/P_Impact_01.P_Impact_01'"));
	if (PS.Succeeded())
	{
		ImpactParticle = PS.Object;
	}

	static ConstructorHelpers::FObjectFinder<USoundCue> SC(TEXT("SoundCue'/Game/PrototypeWeap/Sound/Rifle/Rifle_BulletImpact_Cue.Rifle_BulletImpact_Cue'"));
	if (SC.Succeeded())
	{
		ImpactSoundCue = SC.Object;
	}

	//static ConstructorHelpers::FObjectFinder<UMaterialInterface> MI(TEXT(""));
	//if (MI.Succeeded())
	//{
	//	ImpactDecal = MI.Object;
	//}
}