diff --git a/Project/Binaries/Win64/UnrealEditor-Gasa.dll b/Project/Binaries/Win64/UnrealEditor-Gasa.dll index ad02e51..7ad2072 100644 Binary files a/Project/Binaries/Win64/UnrealEditor-Gasa.dll and b/Project/Binaries/Win64/UnrealEditor-Gasa.dll differ diff --git a/Project/Binaries/Win64/UnrealEditor-Gasa.pdb b/Project/Binaries/Win64/UnrealEditor-Gasa.pdb index 69dec06..a127970 100644 Binary files a/Project/Binaries/Win64/UnrealEditor-Gasa.pdb and b/Project/Binaries/Win64/UnrealEditor-Gasa.pdb differ diff --git a/Project/Config/DefaultEngine.ini b/Project/Config/DefaultEngine.ini index 0feed8b..fb93593 100644 --- a/Project/Config/DefaultEngine.ini +++ b/Project/Config/DefaultEngine.ini @@ -47,6 +47,7 @@ r.DynamicGlobalIlluminationMethod=1 r.ReflectionMethod=1 r.Shadow.Virtual.Enable=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.CustomDepth=3 [/Script/WorldPartitionEditor.WorldPartitionEditorSettings] CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' diff --git a/Project/Source/Gasa/Character/EnemyCharacter.cpp b/Project/Source/Gasa/Character/EnemyCharacter.cpp index 9669d0c..b07f232 100644 --- a/Project/Source/Gasa/Character/EnemyCharacter.cpp +++ b/Project/Source/Gasa/Character/EnemyCharacter.cpp @@ -1 +1,6 @@ -#include "EnemyCharacter.h" \ No newline at end of file +#include "EnemyCharacter.h" + +AEnemyCharacter::AEnemyCharacter() +{ + PrimaryActorTick.bCanEverTick = true; +} diff --git a/Project/Source/Gasa/Character/EnemyCharacter.h b/Project/Source/Gasa/Character/EnemyCharacter.h index 7bf1e33..ee449f8 100644 --- a/Project/Source/Gasa/Character/EnemyCharacter.h +++ b/Project/Source/Gasa/Character/EnemyCharacter.h @@ -9,5 +9,5 @@ class GASA_API AEnemyCharacter : public AGasaCharacter { GENERATED_BODY() public: - + AEnemyCharacter(); }; diff --git a/Project/Source/Gasa/Character/GasaCharacter.cpp b/Project/Source/Gasa/Character/GasaCharacter.cpp index 12d2f35..f1edd86 100644 --- a/Project/Source/Gasa/Character/GasaCharacter.cpp +++ b/Project/Source/Gasa/Character/GasaCharacter.cpp @@ -15,6 +15,8 @@ AGasaCharacter::AGasaCharacter() { PrimaryActorTick.bCanEverTick = false; + HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f); + UCharacterMovementComponent* Movement = GetCharacterMovement(); Movement->bOrientRotationToMovement = true; @@ -68,7 +70,7 @@ void AGasaCharacter::Tick(float DeltaSeconds) , Capsule->GetScaledCapsuleHalfHeight() , Capsule->GetScaledCapsuleRadius() , Capsule->GetComponentRotation() - , FLinearColor(0.8, 0.32, 0.05f, 1.f) + , HighlightColor , 0.f , 1.f ); diff --git a/Project/Source/Gasa/Character/GasaCharacter.h b/Project/Source/Gasa/Character/GasaCharacter.h index 5d89bf7..1ce5ca1 100644 --- a/Project/Source/Gasa/Character/GasaCharacter.h +++ b/Project/Source/Gasa/Character/GasaCharacter.h @@ -17,6 +17,8 @@ class GASA_API AGasaCharacter : public ACharacter { GENERATED_BODY() public: + // TODO(Ed): Either make a toggle ore move to player controller if it gets expensive + // There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses. #pragma region Camera UPROPERTY(EditAnywhere, Category="Camera") UCameraComponent* Camera; @@ -32,13 +34,19 @@ public: // This will be implemented in the base until it needs to be lifted into an abstraction. #pragma region Highlighting + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting") EHighlight HighlightState; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting") + FLinearColor HighlightColor; + + UFUNCTION(BlueprintCallable, Category="Highlighting") void SetHighlight( EHighlight Desired ); - UFUNCTION(BlueprintCallable) + UFUNCTION(BlueprintCallable, Category="Highlighting") FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); }; - UFUNCTION(BlueprintCallable) + UFUNCTION(BlueprintCallable, Category="Highlighting") FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); }; #pragma endregion Highlighting diff --git a/Project/Source/Gasa/GasaGameState.h b/Project/Source/Gasa/GasaGameState.h index 9ca5d73..2322878 100644 --- a/Project/Source/Gasa/GasaGameState.h +++ b/Project/Source/Gasa/GasaGameState.h @@ -13,10 +13,10 @@ public: #pragma region Cog // To make sure it doesn't get garbage collected. UPROPERTY() - TObjectPtr CogWindowManagerRef = nullptr; + TObjectPtr CogWindowManagerRef; #if ENABLE_COG - TObjectPtr CogWindowManager = nullptr; + TObjectPtr CogWindowManager; #endif // ENABLE_COG #pragma endregion Cog