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3 Commits

Author SHA1 Message Date
MostExcellent 56dc78db07 Committing to share, unfinished 2024-10-21 16:26:08 -07:00
MostExcellent 780062a8ed Input Component core functionality done 2024-10-21 14:09:34 -07:00
MostExcellent 8313c57825 VRInputConfig and start of VRUtils done 2024-10-20 17:07:50 -07:00
21 changed files with 530 additions and 35 deletions

38
.gitignore vendored
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@ -2,17 +2,6 @@
# Visual Studio 2015 user specific files
.vs/
#Jetbrains IDE files
.idea/
.fleet/
*.DotSettings
# VS Code files
.vscode/
*.code-workspace
# Linux Makefile
Makefile
# Compiled Object files
*.slo
@ -86,3 +75,30 @@ Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
# Visual Studio 2015+ user-specific files
.vs/
.vsconfig
*.user
*.userosscache
*.VC.opendb
# Don't ignore whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
#Files Ignored
Makefile.bin
Makefile
*.directory
.idea/*
.vscode/*
*.code-workspace
*.opendb
*.DotSettings
.fleet/
Cooked/*

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@ -1,5 +1,5 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=B0DD2F214F0AC320FA72EB9C9432375E
CopyrightNotice=Copyright Vagabond Rose Interactive, all rights reserved
CopyrightNotice=Copyright

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// Copyright
#include "AbilitySystem/StartupData/VRStartupAbilitySystemData.h"

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// Copyright
#include "AbilitySystem/VRAbilitySystemComponent.h"

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// Copyright
#include "Input/VRInputComponent.h"

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// Copyright
#include "Input/VRInputConfig.h"
#include "Logging.h"
UInputAction* UVRInputConfig::FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
{
if (!InTag.IsValid()) return nullptr;
for (const FVRTagInputBinding& Action : NativeInputActions)
{
if (!Action.IsValid()) continue;
if (Action.InputAction && Action.InputTag.IsValid())
{
return Action.InputAction.Get();
}
}
if (bLogNotFound)
{
UE_LOG(VRGAS_Log, Error, TEXT("Could not find Native Action for Tag %s on InputConfig %s"),
*InTag.ToString(), *GetNameSafe(this))
}
return nullptr;
}
UInputAction* UVRInputConfig::FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
{
if (!InTag.IsValid()) return nullptr;
for (const FVRTagInputBinding& Action : AbilityInputActions)
{
if (!Action.IsValid() && Action.InputTag.IsValid())
{
return Action.InputAction.Get();
}
}
if (bLogNotFound)
{
// TODO: Add logging for VRGAS
}
return nullptr;
}

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#include "Logging.h"
DEFINE_LOG_CATEGORY(VRGAS_Log)

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#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(VRGAS_Log, Log, All)

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// Copyright
#include "Player/VRPlayerController.h"

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#include "VRGASTypes.h"
#include "Abilities/GameplayAbility.h"
bool FVRAbilitySet::IsValid() const
{
return AbilityClass;
}
bool FVRAbilitySet::IsValidInput() const
{
return InputTag.IsValid() && AbilityClass;
}

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@ -0,0 +1,65 @@
// Copyright
#include "VRGASUtils.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "GameplayAbilitySpec.h"
#include "Abilities/GameplayAbility.h"
void UVRGASUtils::BatchGrantAbilities(const TArray<TSubclassOf<UGameplayAbility>>& InAbilitiesToGrant, UAbilitySystemComponent* InAbilitySystemComponent, int32 ApplyLevel, bool bDebugLog)
{
if (InAbilitiesToGrant.IsEmpty()) return;
for (const TSubclassOf<UGameplayAbility>& Ability : InAbilitiesToGrant)
{
if (!Ability) continue;
FGameplayAbilitySpec AbilitySpec(Ability);
AbilitySpec.SourceObject = InAbilitySystemComponent->GetAvatarActor();
AbilitySpec.Level = ApplyLevel;
InAbilitySystemComponent->GiveAbility(AbilitySpec);
if (bDebugLog)
{
UE_LOG(LogTemp, Warning, TEXT("UWarriorUtils::BatchGrantAbilities - Successfully Granted ability %s"), *AbilitySpec.Handle.ToString())
}
}
}
bool UVRGASUtils::ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level)
{
// Get the Ability System Component of the target
// We set LookForComponent to true in case someone didn't implement the Ability System Interface
UAbilitySystemComponent* TargetASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Target, true);
if (!TargetASC)
{
UE_LOG(LogTemp, Warning, TEXT("ApplyEffectToTarget: Target Actor does not have an Ability System Component"));
return false;
}
if (!GameplayEffectClass)
{
UE_LOG(LogTemp, Error, TEXT("ApplyEffectToTarget: GameplayEffectClass is null"));
return false;
}
return ApplyEffectToTargetASC(TargetASC, GameplayEffectClass, SourceObject, Level);
}
bool UVRGASUtils::ApplyEffectToTargetASC(UAbilitySystemComponent* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level)
{
check(Target);
check(GameplayEffectClass);
FGameplayEffectContextHandle EffectContextHandle = Target->MakeEffectContext();
EffectContextHandle.AddSourceObject(SourceObject);
const FGameplayEffectSpecHandle EffectSpec = Target->MakeOutgoingSpec(GameplayEffectClass, Level, EffectContextHandle);
const FActiveGameplayEffectHandle ActiveGameplayEffectHandle = Target->ApplyGameplayEffectSpecToSelf(*EffectSpec.Data.Get());
// return if application was successful
return ActiveGameplayEffectHandle.WasSuccessfullyApplied();
}

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// Copyright
#pragma once
#include "CoreMinimal.h"
#include "GameplayEffect.h"
#include "Engine/DataAsset.h"
#include "VRStartupAbilitySystemData.generated.h"
struct FVRAbilitySet;
class UGameplayAbility;
/**
*
*/
UCLASS()
class VRGAS_API UVRStartupAbilitySystemData : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Starup Data|Abilities")
TArray<UGameplayAbility> StartupAbilities;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Starup Data|Abilities")
TArray<FVRAbilitySet> StartupAbilitySets;
UPROPERTY(EditDefaultsOnly, Category = "Startup Data|Attributes")
UGameplayEffect AttributeInitEffect;
UPROPERTY(EditDefaultsOnly, Category = "Startup Data|Attributes")
float AttributeInitLevel = 1.f;
};

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// Copyright
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemComponent.h"
#include "VRAbilitySystemComponent.generated.h"
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTags, const FGameplayTagContainer& /*AssetTags*/);
DECLARE_MULTICAST_DELEGATE(FAbilitiesGiven);
/**
*
*/
UCLASS()
class VRGAS_API UVRAbilitySystemComponent : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
void AbilityActorInfoSet();
FEffectAssetTags EffectAssetTags;
FAbilitiesGiven OnAbilitiesGiven;
bool bStartupAbilitiesGiven = false;
// Add startup abilities
};

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// Copyright
#pragma once
#include "CoreMinimal.h"
#include "EnhancedInputComponent.h"
#include "VRInputConfig.h"
#include "VRInputComponent.generated.h"
UCLASS()
class VRGAS_API UVRInputComponent : public UEnhancedInputComponent
{
GENERATED_BODY()
template <class UserClass, typename FuncType>
void BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
UserClass* Object,FuncType Func, bool bLogNotFound = true);
template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
void BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
};
template <class UserClass, typename FuncType>
void UVRInputComponent::BindNativeActions(const UVRInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent,
UserClass* Object,FuncType Func, const bool bLogNotFound)
{
check(InputConfig)
if (UInputAction* Action = InputConfig->FindNativeInputActionForTag(InputTag, bLogNotFound))
{
BindAction(Action, TriggerEvent, Object, Func);
}
}
template <class UserClass, typename PressedFuncType, typename ReleasedFuncType>
void UVRInputComponent::BindAbilityActions(const UVRInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc);
{
check(InputConfig)
for (const FVRTagInputBinding& Binding : InputConfig->AbilityInputActions)
{
if (Binding.IsValid())
{
if (PressedFunc) BindAction(Binding.InputAction, ETriggerEvent::Started, Object, PressedFunc, Binding.InputTag);
if (ReleasedFunc) BindAction(Binding.InputAction, ETriggerEvent::Completed, Object, ReleasedFunc, Binding.InputTag);
}
}
}

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// Copyright
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Engine/DataAsset.h"
#include "VRInputConfig.generated.h"
class UInputAction;
USTRUCT(BlueprintType)
struct FVRTagInputBinding
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TObjectPtr<UInputAction> InputAction = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag"))
FGameplayTag InputTag;
bool IsValid() const
{
return InputTag.IsValid() && InputAction != nullptr;
}
};
/**
*
*/
UCLASS(BlueprintType, Const) // Const for now, since we aren't doing anything beyond what lyra does here
class VRGAS_API UVRInputConfig : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
TArray<FVRTagInputBinding> NativeInputActions;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
TArray<FVRTagInputBinding> AbilityInputActions;
UFUNCTION(BlueprintCallable, Category = "Input")
UInputAction* FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
UFUNCTION(BlueprintCallable, Category = "Input")
UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
};

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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
};

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#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;
};

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// 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);
};

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@ -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));
}

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// 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
};

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"Editor"
]
},
{
"Name": "GameplayAbilities",
"Enabled": true
},
{
"Name": "VRGAS",
"Enabled": true