void ABaseCharacter::SetRagdollPhysics()
{
	USkeletalMeshComponent* Mesh3P = GetMesh();
	if (Mesh3P)
	{
		Mesh3P->SetCollisionProfileName(TEXT("Ragdoll"));
	}
	SetActorEnableCollision(true);

	if (!IsPendingKill() || Mesh3P || Mesh3P->GetPhysicsAsset())
	{
		Mesh3P->SetAllBodiesSimulatePhysics(true);
		Mesh3P->SetSimulatePhysics(true);
		Mesh3P->WakeAllRigidBodies();
		Mesh3P->bBlendPhysics = true;

		SetLifeSpan(TimeAfterDeathBeforeDestroy);
	}
	else
	{
		// Immediately hide the pawn
		TurnOff();
		SetActorHiddenInGame(true);
		SetLifeSpan(1.0f);
	}

	UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent());
	if (CharacterComp)
	{
		CharacterComp->StopMovementImmediately();
		CharacterComp->DisableMovement();
		CharacterComp->SetComponentTickEnabled(false);
	}
}
Esempio n. 2
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bool ANimModCharacter::IsFalling() const
{
	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	if (MoveComp)
		MoveComp->IsFalling();

	return false;
}
Esempio n. 3
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bool ANimModCharacter::IsCrouched() const
{
	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	if (MoveComp)
		return MoveComp->IsCrouching();

	return bIsCrouched;
}
Esempio n. 4
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bool ANimModCharacter::IsMoving() const
{
	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	if (MoveComp)
	{
		FVector velocity = GetVelocity();
		return MoveComp->IsMovingOnGround() && (velocity.X > 0 || velocity.Y > 0);
	}

	return false;
}
//TODO: This is still an awful way to do this and we should scrap this task or do it right.
void UAbilityTask_MoveToLocation::TickTask(float DeltaTime)
{
	if (bIsFinished)
	{
		return;
	}

	Super::TickTask(DeltaTime);
	AActor* MyActor = GetAvatarActor();
	if (MyActor)
	{
		ACharacter* MyCharacter = Cast<ACharacter>(MyActor);
		if (MyCharacter)
		{
			UCharacterMovementComponent* CharMoveComp = Cast<UCharacterMovementComponent>(MyCharacter->GetMovementComponent());
			if (CharMoveComp)
			{
				CharMoveComp->SetMovementMode(MOVE_Custom, 0);
			}
		}


		float CurrentTime = GetWorld()->GetTimeSeconds();

		if (CurrentTime >= TimeMoveWillEnd)
		{
			bIsFinished = true;

			// Teleport in attempt to find a valid collision spot
			MyActor->TeleportTo(TargetLocation, MyActor->GetActorRotation());
			if (!bIsSimulating)
			{
				MyActor->ForceNetUpdate();
				OnTargetLocationReached.Broadcast();
				EndTask();
			}
		}
		else
		{
			float MoveFraction = (CurrentTime - TimeMoveStarted) / DurationOfMovement;
			if (LerpCurve)
			{
				MoveFraction = LerpCurve->GetFloatValue(MoveFraction);
			}

			MyActor->SetActorLocation(FMath::Lerp<FVector, float>(StartLocation, TargetLocation, MoveFraction));
		}
	}
	else
	{
		bIsFinished = true;
		EndTask();
	}
}
// Sets default values
ASCharacter::ASCharacter(const class FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
 	// 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;

	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	// Adjust jump to make it less floaty
	MoveComp->GravityScale = 1.5f;
	MoveComp->JumpZVelocity = 620;
	MoveComp->bCanWalkOffLedgesWhenCrouching = true;
	MoveComp->MaxWalkSpeedCrouched = 200;

	/* Ignore this channel or it will absorb the trace impacts instead of the skeletal mesh */
	GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Ignore);

	// Enable crouching
	MoveComp->GetNavAgentPropertiesRef().bCanCrouch = true;

	CameraBoomComp = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
	CameraBoomComp->SocketOffset = FVector(0, 35, 0);
	CameraBoomComp->TargetOffset = FVector(0, 0, 55);
	CameraBoomComp->bUsePawnControlRotation = true;
	CameraBoomComp->AttachParent = GetRootComponent();

	CameraComp = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("Camera"));
	CameraComp->AttachParent = CameraBoomComp;

	CarriedObjectComp = ObjectInitializer.CreateDefaultSubobject<USCarryObjectComponent>(this, TEXT("CarriedObjectComp"));
	CarriedObjectComp->AttachParent = GetRootComponent();

	MaxUseDistance = 500;
	DropWeaponMaxDistance = 100;
	bHasNewFocus = true;
	TargetingSpeedModifier = 0.5f;
	SprintingSpeedModifier = 2.5f;

	Health = 100;

	IncrementHungerAmount = 5.0f;
	IncrementHungerInterval = 5.0f;
	CriticalHungerThreshold = 90;
	HungerDamagePerInterval = 1.0f;
	MaxHunger = 100;
	Hunger = 0;

	/* Names as specified in the character skeleton */
	WeaponAttachPoint = TEXT("WeaponSocket");
	PelvisAttachPoint = TEXT("PelvisSocket");
	SpineAttachPoint = TEXT("SpineSocket");
}
void AGameModeBase::SetPlayerDefaults(APawn* PlayerPawn)
{
	PlayerPawn->SetPlayerDefaults();

#if !UE_WITH_PHYSICS
	// If there is no physics, set to flying by default
	UCharacterMovementComponent* CharacterMovement = Cast<UCharacterMovementComponent>(NewPlayer->GetPawn()->GetMovementComponent());
	if (CharacterMovement)
	{
		CharacterMovement->bCheatFlying = true;
		CharacterMovement->SetMovementMode(MOVE_Flying);
	}
#endif	//!UE_WITH_PHYSICS

}
void UAbilityTask_MoveToLocation::OnDestroy(bool AbilityIsEnding)
{
	AActor* MyActor = GetAvatarActor();
	if (MyActor)
	{
		ACharacter* MyCharacter = Cast<ACharacter>(MyActor);
		if (MyCharacter)
		{
			UCharacterMovementComponent* CharMoveComp = Cast<UCharacterMovementComponent>(MyCharacter->GetMovementComponent());
			if (CharMoveComp && CharMoveComp->MovementMode == MOVE_Custom)
			{
				CharMoveComp->SetMovementMode(MOVE_Falling);
			}
		}
	}

	Super::OnDestroy(AbilityIsEnding);
}
Esempio n. 9
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void AShooterCharacter::SetRagdollPhysics()
{
	bool bInRagdoll = false;
	USkeletalMeshComponent* Mesh3P = GetMesh();

	if (IsPendingKill())
	{
		bInRagdoll = false;
	}
	else if (!Mesh3P || !Mesh3P->GetPhysicsAsset())
	{
		bInRagdoll = false;
	}
	else
	{
		Mesh3P->SetAllBodiesSimulatePhysics(true);
		Mesh3P->SetSimulatePhysics(true);
		Mesh3P->WakeAllRigidBodies();
		Mesh3P->bBlendPhysics = true;

		bInRagdoll = true;
	}

	UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent());
	if (CharacterComp)
	{
		CharacterComp->StopMovementImmediately();
		CharacterComp->DisableMovement();
		CharacterComp->SetComponentTickEnabled(false);
	}

	if (!bInRagdoll)
	{
		// Immediately hide the pawn
		TurnOff();
		SetActorHiddenInGame(true);
		SetLifeSpan(1.0f);
	}
	else
	{
		SetLifeSpan(10.0f);
	}
}
Esempio n. 10
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ANimModCharacter::ANimModCharacter(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{

	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(46.f, 92.0f);

	/*CharacterCameraComponent = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FirstPersonCamera"));
	CharacterCameraComponent->AttachParent = GetCapsuleComponent();*/
	DefaultBaseEyeHeight = 71.f;
	BaseEyeHeight = DefaultBaseEyeHeight;
	//CharacterCameraComponent->RelativeLocation = FVector(0, 0, DefaultBaseEyeHeight); // Position the camera
	//CharacterCameraComponent->bUsePawnControlRotation = true;

	Mesh1P = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PawnMesh1P"));
	Mesh1P->AttachParent = GetCapsuleComponent();
	Mesh1P->SetOnlyOwnerSee(true);
	/*Mesh1P->bOwnerNoSee = false;*/
	Mesh1P->bCastDynamicShadow = false;
	Mesh1P->bReceivesDecals = false;
	Mesh1P->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered;
	Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;
	Mesh1P->bChartDistanceFactor = false;
	Mesh1P->SetCollisionObjectType(ECC_Pawn);
	Mesh1P->SetCollisionEnabled(ECollisionEnabled::NoCollision);
	Mesh1P->SetCollisionResponseToAllChannels(ECR_Ignore);

	/*GetMesh()->bOnlyOwnerSee = false;
	GetMesh()->bOwnerNoSee = true;*/
	GetMesh()->SetOnlyOwnerSee(false);
	GetMesh()->SetOwnerNoSee(true);
	GetMesh()->bReceivesDecals = false;
	GetMesh()->SetCollisionObjectType(ECC_Pawn);
	GetMesh()->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	GetMesh()->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Block);
	GetMesh()->SetCollisionResponseToChannel(COLLISION_PROJECTILE, ECR_Block);
	GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);

	GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);
	GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_PROJECTILE, ECR_Block);
	GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Ignore);

	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	// Adjust jump to make it less floaty
	MoveComp->GravityScale = 1.5f;
	MoveComp->JumpZVelocity = 620;
	MoveComp->bCanWalkOffLedgesWhenCrouching = true;
	MoveComp->MaxWalkSpeedCrouched = 200;
	MoveComp->AirControl = 1;

	/* Ignore this channel or it will absorb the trace impacts instead of the skeletal mesh */
	//GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Ignore);

	// Enable crouching
	MoveComp->GetNavAgentPropertiesRef().bCanCrouch = true;

	TargetingSpeedModifier = 1.5f;
	bIsTargeting = false;
	RunningSpeedModifier = 5.0f;
	bWantsToRun = false;
	bWantsToFire = false;
	LowHealthPercentage = 0.5f;

	BaseTurnRate = 45.f;
	BaseLookUpRate = 45.f;
}
Esempio n. 11
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void ANimModCharacter::OnUnCrouch()
{
	UCharacterMovementComponent* MoveComp = GetCharacterMovement();
	if (MoveComp && MoveComp->IsCrouching())
		UnCrouch();
}
void FGameplayDebuggerCategory_AI::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
	APawn* MyPawn = Cast<APawn>(DebugActor);
	ACharacter* MyChar = Cast<ACharacter>(MyPawn);
	DataPack.PawnName = MyPawn ? MyPawn->GetHumanReadableName() : FString(TEXT("{red}No selected pawn."));
	DataPack.bIsUsingCharacter = (MyChar != nullptr);

	AAIController* MyController = MyPawn ? Cast<AAIController>(MyPawn->Controller) : nullptr;
	DataPack.bHasController = (MyController != nullptr);
	if (MyController)
	{
		if (MyController->IsPendingKill() == false)
		{
			DataPack.ControllerName = MyController->GetName();
		}
		else
		{
			DataPack.ControllerName = TEXT("Controller PENDING KILL");
		}
	}
	else
	{
		DataPack.ControllerName = TEXT("No Controller");
	}

	if (MyPawn && !MyPawn->IsPendingKill())
	{
		UCharacterMovementComponent* CharMovementComp = MyChar ? MyChar->GetCharacterMovement() : nullptr;
		if (CharMovementComp)
		{
			UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
			AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
			DataPack.MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : FString(TEXT("None"));
			DataPack.MovementModeInfo = CharMovementComp->GetMovementName();
		}

		UBehaviorTreeComponent* BehaviorComp = MyController ? Cast<UBehaviorTreeComponent>(MyController->BrainComponent) : nullptr;
		DataPack.bIsUsingBehaviorTree = (BehaviorComp != nullptr);
		if (BehaviorComp)
		{
			DataPack.CurrentAITask = BehaviorComp->DescribeActiveTasks();
			DataPack.CurrentAIState = BehaviorComp->IsRunning() ? TEXT("Running") : BehaviorComp->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
			DataPack.CurrentAIAssets = BehaviorComp->DescribeActiveTrees();
		}

		UGameplayTasksComponent* TasksComponent = MyController ? MyController->GetGameplayTasksComponent() : nullptr;
		DataPack.bIsUsingGameplayTasks = (TasksComponent != nullptr);
		if (TasksComponent)
		{
			for (FConstGameplayTaskIterator It = TasksComponent->GetTickingTaskIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TickingTaskInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTickingTasks++;
				}
			}

			for (FConstGameplayTaskIterator It = TasksComponent->GetPriorityQueueIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TaskQueueInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTasksInQueue++;
				}
			}
		}

		DataPack.MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : FString();

		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
		const ANavigationData* NavData = MyController && NavSys ? NavSys->GetNavDataForProps(MyController->GetNavAgentPropertiesRef()) : nullptr;
		DataPack.NavDataInfo = NavData ? NavData->GetConfig().Name.ToString() : FString();

		CollectPathData(MyController);
	}
	else
	{
		PathDataPack.PathCorridor.Reset();
		PathDataPack.PathPoints.Reset();
	}
}