Character blueprint setup

This commit is contained in:
Edward R. Gonzalez 2024-04-12 14:49:22 -04:00
parent 76b2fc9b83
commit 27cd765e19
22 changed files with 123 additions and 35 deletions

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Master Assets/Character/Aura/Abilities/Cast_ArcaneShards.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Abilities/Cast_FireBolt.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Abilities/Cast_Shock.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Abilities/Cast_Shock_Loop.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Idle.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Run.FBX (Stored with Git LFS) Normal file

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Master Assets/Character/Aura/Walk.FBX (Stored with Git LFS) Normal file

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@ -2,8 +2,20 @@
"FileVersion": 3,
"EngineAssociation": "{B4C3B326-47D3-EED1-8259-8885D212EA60}",
"Category": "",
"Description": "GASATHON",
"Description": "Gasa",
"DisableEnginePluginsByDefault": true,
"Modules": [
{
"Name": "Gasa",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "GasaEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
@ -211,16 +223,6 @@
"Android"
]
},
{
"Name": "OpenXRHandTracking",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux",
"Android",
"VisionOS"
]
},
{
"Name": "OpenXRMsftHandInteraction",
"Enabled": true,
@ -280,6 +282,24 @@
{
"Name": "GameplayAbilities",
"Enabled": true
},
{
"Name": "LiveLink",
"Enabled": true
},
{
"Name": "OpenXRHandTracking",
"Enabled": true,
"SupportedTargetPlatforms": [
"Win64",
"Linux",
"Android",
"VisionOS"
]
},
{
"Name": "VisualStudioSourceCodeAccess",
"Enabled": true
}
]
}

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@ -0,0 +1 @@
#include "EnemyCharacter.h"

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@ -0,0 +1,13 @@
#pragma once
#include "GasaCharacter.h"
#include "EnemyCharacter.generated.h"
UCLASS(Blueprintable)
class GASA_API AEnemyCharacter : public AGasaCharacter
{
GENERATED_BODY()
public:
};

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@ -0,0 +1,15 @@
#include "GasaCharacter.h"
AGasaCharacter::AGasaCharacter()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponAttach"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
}

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@ -0,0 +1,22 @@
#pragma once
#include "GameFramework/Character.h"
#include "GasaCharacter.generated.h"
UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
AGasaCharacter();
#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region Actor
void BeginPlay() override;
#pragma endregion Actor
};

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@ -0,0 +1 @@
#include "PlayerCharacter.h"

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@ -0,0 +1,14 @@
#pragma once
#include "GasaCharacter.h"
#include "PlayerCharacter.generated.h"
UCLASS(Blueprintable)
class GASA_API APlayerCharacter : public AGasaCharacter
{
GENERATED_BODY()
public:
};

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@ -1,6 +0,0 @@
#include "GasaCharacter.h"
void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
}

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@ -1,16 +0,0 @@
#pragma once
#include "GameFramework/Character.h"
#include "GasaCharacter.generated.h"
UCLASS(BlueprintType, Blueprintable)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
#pragma region Actor
void BeginPlay() override;
#pragma endregion Actor
};

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@ -6,7 +6,7 @@ $path_root = split-path -Parent -Path $path_scripts
$path_ue = join-path '../../Surgo' 'UE'
$path_project = join-path $path_root 'Project'
$uproject = join-path $path_project 'GASATHON.uproject'
$uproject = join-path $path_project 'Gasa.uproject'
$UBT = join-path $path_ue 'Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe'