Compare commits
3 Commits
d0cae51cca
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56dc78db07
| Author | SHA1 | Date |
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56dc78db07 | |
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780062a8ed | |
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8313c57825 |
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@ -2,17 +2,6 @@
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# Visual Studio 2015 user specific files
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.vs/
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#Jetbrains IDE files
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.idea/
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.fleet/
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*.DotSettings
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# VS Code files
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.vscode/
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*.code-workspace
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# Linux Makefile
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Makefile
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# Compiled Object files
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*.slo
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@ -86,3 +75,30 @@ Plugins/*/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*
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# Visual Studio 2015+ user-specific files
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.vs/
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.vsconfig
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||||
*.user
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*.userosscache
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*.VC.opendb
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# Don't ignore whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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||||
|
||||
# Don't ignore icon files in Build
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||||
!Build/**/*.ico
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||||
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||||
|
||||
#Files Ignored
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Makefile.bin
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||||
Makefile
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||||
*.directory
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.idea/*
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.vscode/*
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*.code-workspace
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*.opendb
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*.DotSettings
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.fleet/
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Cooked/*
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@ -1,5 +1,5 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=B0DD2F214F0AC320FA72EB9C9432375E
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CopyrightNotice=Copyright Vagabond Rose Interactive, all rights reserved
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CopyrightNotice=Copyright
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@ -0,0 +1,4 @@
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// Copyright
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#include "AbilitySystem/StartupData/VRStartupAbilitySystemData.h"
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@ -0,0 +1,4 @@
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// Copyright
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#include "AbilitySystem/VRAbilitySystemComponent.h"
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@ -0,0 +1,5 @@
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// Copyright
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#include "Input/VRInputComponent.h"
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@ -0,0 +1,48 @@
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// Copyright
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#include "Input/VRInputConfig.h"
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#include "Logging.h"
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UInputAction* UVRInputConfig::FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
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{
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if (!InTag.IsValid()) return nullptr;
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for (const FVRTagInputBinding& Action : NativeInputActions)
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{
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if (!Action.IsValid()) continue;
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if (Action.InputAction && Action.InputTag.IsValid())
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{
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return Action.InputAction.Get();
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}
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}
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if (bLogNotFound)
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{
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UE_LOG(VRGAS_Log, Error, TEXT("Could not find Native Action for Tag %s on InputConfig %s"),
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*InTag.ToString(), *GetNameSafe(this))
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}
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return nullptr;
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}
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UInputAction* UVRInputConfig::FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
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{
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if (!InTag.IsValid()) return nullptr;
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for (const FVRTagInputBinding& Action : AbilityInputActions)
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{
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if (!Action.IsValid() && Action.InputTag.IsValid())
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{
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return Action.InputAction.Get();
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}
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}
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if (bLogNotFound)
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{
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// TODO: Add logging for VRGAS
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}
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return nullptr;
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}
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@ -0,0 +1,3 @@
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#include "Logging.h"
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DEFINE_LOG_CATEGORY(VRGAS_Log)
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@ -0,0 +1,5 @@
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#pragma once
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#include "CoreMinimal.h"
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DECLARE_LOG_CATEGORY_EXTERN(VRGAS_Log, Log, All)
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@ -0,0 +1,4 @@
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// Copyright
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#include "Player/VRPlayerController.h"
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@ -0,0 +1,13 @@
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#include "VRGASTypes.h"
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#include "Abilities/GameplayAbility.h"
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bool FVRAbilitySet::IsValid() const
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{
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return AbilityClass;
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}
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bool FVRAbilitySet::IsValidInput() const
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{
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return InputTag.IsValid() && AbilityClass;
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}
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@ -0,0 +1,65 @@
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// Copyright
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#include "VRGASUtils.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "GameplayAbilitySpec.h"
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#include "Abilities/GameplayAbility.h"
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void UVRGASUtils::BatchGrantAbilities(const TArray<TSubclassOf<UGameplayAbility>>& InAbilitiesToGrant, UAbilitySystemComponent* InAbilitySystemComponent, int32 ApplyLevel, bool bDebugLog)
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{
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if (InAbilitiesToGrant.IsEmpty()) return;
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for (const TSubclassOf<UGameplayAbility>& Ability : InAbilitiesToGrant)
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{
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if (!Ability) continue;
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FGameplayAbilitySpec AbilitySpec(Ability);
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AbilitySpec.SourceObject = InAbilitySystemComponent->GetAvatarActor();
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AbilitySpec.Level = ApplyLevel;
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InAbilitySystemComponent->GiveAbility(AbilitySpec);
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if (bDebugLog)
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{
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UE_LOG(LogTemp, Warning, TEXT("UWarriorUtils::BatchGrantAbilities - Successfully Granted ability %s"), *AbilitySpec.Handle.ToString())
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}
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}
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}
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bool UVRGASUtils::ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level)
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{
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// Get the Ability System Component of the target
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// We set LookForComponent to true in case someone didn't implement the Ability System Interface
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UAbilitySystemComponent* TargetASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Target, true);
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if (!TargetASC)
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{
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UE_LOG(LogTemp, Warning, TEXT("ApplyEffectToTarget: Target Actor does not have an Ability System Component"));
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return false;
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}
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if (!GameplayEffectClass)
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{
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UE_LOG(LogTemp, Error, TEXT("ApplyEffectToTarget: GameplayEffectClass is null"));
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return false;
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}
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return ApplyEffectToTargetASC(TargetASC, GameplayEffectClass, SourceObject, Level);
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}
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bool UVRGASUtils::ApplyEffectToTargetASC(UAbilitySystemComponent* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level)
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{
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check(Target);
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check(GameplayEffectClass);
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FGameplayEffectContextHandle EffectContextHandle = Target->MakeEffectContext();
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EffectContextHandle.AddSourceObject(SourceObject);
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const FGameplayEffectSpecHandle EffectSpec = Target->MakeOutgoingSpec(GameplayEffectClass, Level, EffectContextHandle);
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const FActiveGameplayEffectHandle ActiveGameplayEffectHandle = Target->ApplyGameplayEffectSpecToSelf(*EffectSpec.Data.Get());
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// return if application was successful
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return ActiveGameplayEffectHandle.WasSuccessfullyApplied();
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}
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@ -0,0 +1,35 @@
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// Copyright
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayEffect.h"
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#include "Engine/DataAsset.h"
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#include "VRStartupAbilitySystemData.generated.h"
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struct FVRAbilitySet;
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class UGameplayAbility;
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/**
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*
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*/
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UCLASS()
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class VRGAS_API UVRStartupAbilitySystemData : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Starup Data|Abilities")
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TArray<UGameplayAbility> StartupAbilities;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Starup Data|Abilities")
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TArray<FVRAbilitySet> StartupAbilitySets;
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UPROPERTY(EditDefaultsOnly, Category = "Startup Data|Attributes")
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UGameplayEffect AttributeInitEffect;
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UPROPERTY(EditDefaultsOnly, Category = "Startup Data|Attributes")
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float AttributeInitLevel = 1.f;
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};
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@ -0,0 +1,30 @@
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// Copyright
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||||
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "VRAbilitySystemComponent.generated.h"
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DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTags, const FGameplayTagContainer& /*AssetTags*/);
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DECLARE_MULTICAST_DELEGATE(FAbilitiesGiven);
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/**
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*
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*/
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UCLASS()
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class VRGAS_API UVRAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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void AbilityActorInfoSet();
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FEffectAssetTags EffectAssetTags;
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FAbilitiesGiven OnAbilitiesGiven;
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bool bStartupAbilitiesGiven = false;
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// Add startup abilities
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};
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@ -0,0 +1,48 @@
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// Copyright
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||||
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#pragma once
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||||
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#include "CoreMinimal.h"
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#include "EnhancedInputComponent.h"
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#include "VRInputConfig.h"
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#include "VRInputComponent.generated.h"
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UCLASS()
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class VRGAS_API UVRInputComponent : public UEnhancedInputComponent
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{
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GENERATED_BODY()
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template <class UserClass, typename FuncType>
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void BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
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UserClass* Object,FuncType Func, bool bLogNotFound = true);
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template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
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void BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
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};
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template <class UserClass, typename FuncType>
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void UVRInputComponent::BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
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UserClass* Object,FuncType Func, const bool bLogNotFound)
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{
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check(InputConfig)
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if (UInputAction* Action = InputConfig->FindNativeInputActionForTag(InputTag, bLogNotFound))
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{
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BindAction(Action, TriggerEvent, Object, Func);
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}
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}
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template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
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void UVRInputComponent::BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
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{
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check(InputConfig)
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for (const FVRTagInputBinding& Binding : InputConfig->AbilityInputActions)
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{
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if (Binding.IsValid())
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{
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if (PressedFunc) BindAction(Binding.InputAction, ETriggerEvent::Started, Object, PressedFunc, Binding.InputTag);
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if (ReleasedFunc) BindAction(Binding.InputAction, ETriggerEvent::Completed, Object, ReleasedFunc, Binding.InputTag);
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}
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||||
}
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||||
}
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@ -0,0 +1,50 @@
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// Copyright
|
||||
|
||||
#pragma once
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||||
|
||||
#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "VRInputConfig.generated.h"
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class UInputAction;
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USTRUCT(BlueprintType)
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struct FVRTagInputBinding
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UInputAction> InputAction = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag"))
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FGameplayTag InputTag;
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bool IsValid() const
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{
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return InputTag.IsValid() && InputAction != nullptr;
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}
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||||
};
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/**
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||||
*
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*/
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UCLASS(BlueprintType, Const) // Const for now, since we aren't doing anything beyond what lyra does here
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class VRGAS_API UVRInputConfig : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FVRTagInputBinding> NativeInputActions;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FVRTagInputBinding> AbilityInputActions;
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UFUNCTION(BlueprintCallable, Category = "Input")
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UInputAction* FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
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|
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UFUNCTION(BlueprintCallable, Category = "Input")
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UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
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||||
};
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||||
|
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@ -0,0 +1,44 @@
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// Copyright
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "VRPlayerController.generated.h"
|
||||
|
||||
class UVRInputConfig;
|
||||
class UInputMappingContext;
|
||||
class UAbilitySystemComponent;
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class VRGAS_API AVRPlayerController : public APlayerController
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
AVRPlayerController();
|
||||
|
||||
protected:
|
||||
// TODO: Implement controller
|
||||
virtual void SetupInputComponent() override;
|
||||
virtual void OnPossess(APawn* InPawn) override;
|
||||
|
||||
#pragma region InputConfig
|
||||
UPROPERTY(EditDefaultsOnly, Category = Input)
|
||||
TObjectPtr<UInputMappingContext> InputMappingContext;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = Input)
|
||||
TObjectPtr<UVRInputConfig> InputConfig;
|
||||
#pragma endregion
|
||||
|
||||
#pragma region GAS
|
||||
UPROPERTY()
|
||||
TWeakObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Ability System", meta = (HideSelfPin))
|
||||
UAbilitySystemComponent* GetAbilitySystemComponent();
|
||||
#pragma endregion
|
||||
};
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
|
||||
class UGameplayAbility;
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FVRAbilitySet
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (Categories = "InputTag"))
|
||||
FGameplayTag InputTag;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
|
||||
TSubclassOf<UGameplayAbility> AbilityClass;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
|
||||
uint32 AbilityLevel = 1.f;
|
||||
|
||||
bool IsValid() const;
|
||||
|
||||
bool IsValidInput() const;
|
||||
|
||||
};
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
// Copyright
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "VRGASUtils.generated.h"
|
||||
|
||||
class UGameplayEffect;
|
||||
class UAbilitySystemComponent;
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class VRGAS_API UVRGASUtils : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
|
||||
static void BatchGrantAbilities(const TArray<TSubclassOf<UGameplayAbility>>& InAbilitiesToGrant,
|
||||
UAbilitySystemComponent* InAbilitySystemComponent,
|
||||
int32 ApplyLevel, bool bDebugLog = false);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
|
||||
static bool ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level = 1.f);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
|
||||
static bool ApplyEffectToTargetASC(UAbilitySystemComponent* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level = 1.f);
|
||||
|
||||
};
|
||||
|
|
@ -1,10 +1,51 @@
|
|||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// Copyright
|
||||
|
||||
#include "VRUtilsBPLibrary.h"
|
||||
#include "VRUtils.h"
|
||||
|
||||
UVRUtilsBPLibrary::UVRUtilsBPLibrary(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
float UVRUtilsBPLibrary::GetPawnSpeedAlongVector(const APawn* InPawn, const FVector& InVector)
|
||||
{
|
||||
if (!InPawn) return 0.0f;
|
||||
|
||||
}
|
||||
const FVector Velocity = InPawn->GetVelocity();
|
||||
const FVector InVectorNormalized = InVector.GetSafeNormal();
|
||||
|
||||
return FVector::DotProduct(Velocity, InVectorNormalized);
|
||||
}
|
||||
|
||||
// The following speed functions do not use GetPawnSpeedAlongVector to avoid one extra copy
|
||||
float UVRUtilsBPLibrary::GetPawnForwardVectorSpeed(const APawn* InPawn)
|
||||
{
|
||||
if (!InPawn) return 0.0f;
|
||||
|
||||
const FVector Velocity = InPawn->GetVelocity();
|
||||
const FVector ForwardVector = InPawn->GetActorForwardVector();
|
||||
|
||||
return FVector::DotProduct(Velocity, ForwardVector);
|
||||
}
|
||||
|
||||
float UVRUtilsBPLibrary::GetPawnRightVectorSpeed(const APawn* InPawn)
|
||||
{
|
||||
if (!InPawn) return 0.0f;
|
||||
|
||||
const FVector Velocity = InPawn->GetVelocity();
|
||||
const FVector RightVector = InPawn->GetActorRightVector();
|
||||
|
||||
return FVector::DotProduct(Velocity, RightVector);
|
||||
}
|
||||
|
||||
float UVRUtilsBPLibrary::GetPawnUpVectorSpeed(const APawn* InPawn)
|
||||
{
|
||||
if (!InPawn) return 0.0f;
|
||||
|
||||
const FVector Velocity = InPawn->GetVelocity();
|
||||
const FVector UpVector = InPawn->GetActorUpVector();
|
||||
|
||||
return FVector::DotProduct(Velocity, UpVector);
|
||||
}
|
||||
|
||||
float UVRUtilsBPLibrary::GetDegreeDiff(const FVector& A, const FVector& B)
|
||||
{
|
||||
const float DotResult = FVector::DotProduct(A, B);
|
||||
return FMath::RadiansToDegrees(FMath::Acos(DotResult));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,30 +1,49 @@
|
|||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// Copyright
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "VRUtilsBPLibrary.generated.h"
|
||||
|
||||
/*
|
||||
* Function library class.
|
||||
* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
|
||||
*
|
||||
* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
|
||||
* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
|
||||
* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
|
||||
* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
|
||||
* Its lets you name the node using characters not allowed in C++ function names.
|
||||
* CompactNodeTitle - the word(s) that appear on the node.
|
||||
* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
|
||||
* Good example is "Print String" node which you can find also by using keyword "log".
|
||||
* Category - the category your node will be under in the Blueprint drop-down menu.
|
||||
*
|
||||
* For more info on custom blueprint nodes visit documentation:
|
||||
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
|
||||
*/
|
||||
/**
|
||||
* Vagabond Rose core utility functions, exposed to blueprints.
|
||||
*/
|
||||
UCLASS()
|
||||
class UVRUtilsBPLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
#pragma region MovementSpeeds
|
||||
/**
|
||||
* Computes the pawn's speed along a given vector.
|
||||
*
|
||||
* @param InPawn The pawn whose speed is being measured. If null, the function returns 0.
|
||||
* @param InVector The vector along which the speed is to be measured.
|
||||
* @return The speed of the pawn along the provided vector.
|
||||
*/
|
||||
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
|
||||
static float GetPawnSpeedAlongVector(const APawn* InPawn, UPARAM(ref) const FVector& InVector);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
|
||||
static float GetPawnForwardVectorSpeed(const APawn* InPawn);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
|
||||
static float GetPawnRightVectorSpeed(const APawn* InPawn);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
|
||||
static float GetPawnUpVectorSpeed(const APawn* InPawn);
|
||||
#pragma endregion
|
||||
|
||||
#pragma region Math
|
||||
/**
|
||||
* Calculates the angular difference in degrees between two vectors.
|
||||
*
|
||||
* @param A The first vector.
|
||||
* @param B The second vector.
|
||||
* @return The angular difference between the two vectors in degrees.
|
||||
*/
|
||||
UFUNCTION(BlueprintPure, Category = "VRUtils|Math")
|
||||
static float GetDegreeDiff(const FVector& A, const FVector& B);
|
||||
#pragma endregion
|
||||
};
|
||||
|
|
|
|||
|
|
@ -18,6 +18,10 @@
|
|||
"Editor"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "GameplayAbilities",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "VRGAS",
|
||||
"Enabled": true
|
||||
|
|
|
|||
Loading…
Reference in New Issue