commit 47d4e4755bd7a7176d27598db1f2cb406ebf98dd Author: AncientTale <210735078+AncientTale1@users.noreply.github.com> Date: Sun Mar 29 10:11:17 2026 +0300 NewVersion diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 00000000..3e8f1d69 --- /dev/null +++ b/.gitattributes @@ -0,0 +1 @@ +Content/** filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..f4334a5f --- /dev/null +++ b/.gitignore @@ -0,0 +1,14 @@ +Binaries +DerivedDataCache +Intermediate +Saved +.vscode +.vs +*.VC.db +*.opensdf +*.opendb +*.sdf +*.sln +*.suo +*.xcodeproj +*.xcworkspace \ No newline at end of file diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 00000000..b981b2e5 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,19 @@ +{ + "version": "1.0", + "components": [ + "Component.Unreal.Debugger", + "Component.Unreal.Ide", + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL", + 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Headquarters",bSharedProfile=True,bIsEngineDefaultProfile=True,bUseSkyLighting=True,DirectionalLightIntensity=1.000000,DirectionalLightColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SkyLightIntensity=1.000000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=False,bShowGrid=False,EnvironmentColor=(R=0.200000,G=0.200000,B=0.200000,A=1.000000),EnvironmentIntensity=1.000000,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/EpicQuadPanorama_CC+EV1.EpicQuadPanorama_CC+EV1",bPostProcessingEnabled=True,PostProcessingSettings=(bOverride_TemperatureType=False,bOverride_WhiteTemp=False,bOverride_WhiteTint=False,bOverride_ColorSaturation=False,bOverride_ColorContrast=False,bOverride_ColorGamma=False,bOverride_ColorGain=False,bOverride_ColorOffset=False,bOverride_ColorSaturationShadows=False,bOverride_ColorContrastShadows=False,bOverride_ColorGammaShadows=False,bOverride_ColorGainShadows=False,bOverride_ColorOffsetShadows=False,bOverride_ColorSaturationMidtones=False,bOverride_ColorContrastMidtones=False,bOverride_ColorGammaMidtones=False,bOverride_ColorGainMidtones=False,bOverride_ColorOffsetMidtones=False,bOverride_ColorSaturationHighlights=False,bOverride_ColorContrastHighlights=False,bOverride_ColorGammaHighlights=False,bOverride_ColorGainHighlights=False,bOverride_ColorOffsetHighlights=False,bOverride_ColorCorrectionShadowsMax=False,bOverride_ColorCorrectionHighlightsMin=False,bOverride_ColorCorrectionHighlightsMax=False,bOverride_BlueCorrection=False,bOverride_ExpandGamut=False,bOverride_ToneCurveAmount=False,bOverride_FilmSlope=False,bOverride_FilmToe=False,bOverride_FilmShoulder=False,bOverride_FilmBlackClip=False,bOverride_FilmWhiteClip=False,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_ChromaticAberrationStartOffset=False,bOverride_bMegaLights=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomMethod=False,bOverride_BloomIntensity=False,bOverride_BloomGaussianIntensity=False,bOverride_BloomThreshold=False,bOverride_Bloom1Tint=False,bOverride_Bloom1Size=False,bOverride_Bloom2Size=False,bOverride_Bloom2Tint=False,bOverride_Bloom3Tint=False,bOverride_Bloom3Size=False,bOverride_Bloom4Tint=False,bOverride_Bloom4Size=False,bOverride_Bloom5Tint=False,bOverride_Bloom5Size=False,bOverride_Bloom6Tint=False,bOverride_Bloom6Size=False,bOverride_BloomSizeScale=False,bOverride_BloomConvolutionIntensity=False,bOverride_BloomConvolutionTexture=False,bOverride_BloomConvolutionScatterDispersion=False,bOverride_BloomConvolutionSize=False,bOverride_BloomConvolutionCenterUV=False,bOverride_BloomConvolutionPreFilterMin=False,bOverride_BloomConvolutionPreFilterMax=False,bOverride_BloomConvolutionPreFilterMult=False,bOverride_BloomConvolutionBufferScale=False,bOverride_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_CameraShutterSpeed=False,bOverride_CameraISO=False,bOverride_AutoExposureMethod=False,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=False,bOverride_AutoExposureMaxBrightness=False,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=False,bOverride_AutoExposureBiasCurve=False,bOverride_AutoExposureMeterMask=False,bOverride_AutoExposureApplyPhysicalCameraExposure=False,bOverride_HistogramLogMin=False,bOverride_HistogramLogMax=False,bOverride_LocalExposureMethod=False,bOverride_LocalExposureHighlightContrastScale=False,bOverride_LocalExposureShadowContrastScale=False,bOverride_LocalExposureHighlightContrastCurve=False,bOverride_LocalExposureShadowContrastCurve=False,bOverride_LocalExposureHighlightThreshold=False,bOverride_LocalExposureShadowThreshold=False,bOverride_LocalExposureDetailStrength=False,bOverride_LocalExposureBlurredLuminanceBlend=False,bOverride_LocalExposureBlurredLuminanceKernelSizePercent=False,bOverride_LocalExposureHighlightThresholdStrength=False,bOverride_LocalExposureShadowThresholdStrength=False,bOverride_LocalExposureMiddleGreyBias=False,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=False,bOverride_Sharpen=False,bOverride_FilmGrainIntensity=False,bOverride_FilmGrainIntensityShadows=False,bOverride_FilmGrainIntensityMidtones=False,bOverride_FilmGrainIntensityHighlights=False,bOverride_FilmGrainShadowsMax=False,bOverride_FilmGrainHighlightsMin=False,bOverride_FilmGrainHighlightsMax=False,bOverride_FilmGrainTexelSize=False,bOverride_FilmGrainTexture=False,bOverride_AmbientOcclusionIntensity=False,bOverride_AmbientOcclusionStaticFraction=False,bOverride_AmbientOcclusionRadius=False,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=False,bOverride_AmbientOcclusionBias=False,bOverride_AmbientOcclusionQuality=False,bOverride_AmbientOcclusionMipBlend=False,bOverride_AmbientOcclusionMipScale=False,bOverride_AmbientOcclusionMipThreshold=False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldPetzvalBokeh=False,bOverride_DepthOfFieldPetzvalBokehFalloff=False,bOverride_DepthOfFieldPetzvalExclusionBoxExtents=False,bOverride_DepthOfFieldPetzvalExclusionBoxRadius=False,bOverride_DepthOfFieldAspectRatioScalar=False,bOverride_DepthOfFieldMatteBoxFlags=False,bOverride_DepthOfFieldBarrelRadius=False,bOverride_DepthOfFieldBarrelLength=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_RayTracingTranslucencyMaxPrimaryHitEvents=False,bOverride_RayTracingTranslucencyMaxSecondaryHitEvents=False,bOverride_RayTracingTranslucencyUseRayTracedRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenSkylightLeakingTint=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetShadows=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetMidtones=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetHighlights=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorCorrectionHighlightsMin=0.500000,ColorCorrectionHighlightsMax=1.000000,ColorCorrectionShadowsMax=0.090000,BlueCorrection=0.600000,ExpandGamut=1.000000,ToneCurveAmount=1.000000,FilmSlope=0.880000,FilmToe=0.550000,FilmShoulder=0.260000,FilmBlackClip=0.000000,FilmWhiteClip=0.040000,SceneColorTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SceneFringeIntensity=0.000000,ChromaticAberrationStartOffset=0.000000,BloomIntensity=0.675000,BloomGaussianIntensity=1.000000,BloomThreshold=-1.000000,BloomSizeScale=4.000000,Bloom1Size=0.300000,Bloom2Size=1.000000,Bloom3Size=2.000000,Bloom4Size=10.000000,Bloom5Size=30.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.346500,G=0.346500,B=0.346500,A=1.000000),Bloom2Tint=(R=0.138000,G=0.138000,B=0.138000,A=1.000000),Bloom3Tint=(R=0.117600,G=0.117600,B=0.117600,A=1.000000),Bloom4Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom5Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom6Tint=(R=0.061000,G=0.061000,B=0.061000,A=1.000000),BloomConvolutionIntensity=1.000000,BloomConvolutionScatterDispersion=1.000000,BloomConvolutionSize=1.000000,BloomConvolutionTexture=None,BloomConvolutionCenterUV=(X=0.500000,Y=0.500000),BloomConvolutionPreFilterMin=7.000000,BloomConvolutionPreFilterMax=15000.000000,BloomConvolutionPreFilterMult=15.000000,BloomConvolutionBufferScale=0.133000,BloomDirtMask=None,BloomDirtMaskIntensity=0.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),DynamicGlobalIlluminationMethod=Lumen,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,LumenRayLightingMode=Default,LumenSceneLightingQuality=1.000000,LumenSceneDetail=1.000000,LumenSceneViewDistance=20000.000000,LumenSceneLightingUpdateSpeed=1.000000,LumenFinalGatherQuality=1.000000,LumenFinalGatherLightingUpdateSpeed=1.000000,LumenFinalGatherScreenTraces=True,LumenMaxTraceDistance=20000.000000,LumenDiffuseColorBoost=1.000000,LumenSkylightLeaking=0.000000,LumenSkylightLeakingTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LumenFullSkylightLeakingDistance=1000.000000,LumenSurfaceCacheResolution=1.000000,ReflectionMethod=Lumen,LumenReflectionQuality=1.000000,LumenReflectionsScreenTraces=True,LumenFrontLayerTranslucencyReflections=False,LumenMaxRoughnessToTraceReflections=0.400000,LumenMaxReflectionBounces=1,LumenMaxRefractionBounces=0,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=50.000000,ScreenSpaceReflectionMaxRoughness=0.600000,bMegaLights=True,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,CameraShutterSpeed=60.000000,CameraISO=100.000000,DepthOfFieldFstop=4.000000,DepthOfFieldMinFstop=1.200000,DepthOfFieldBladeCount=5,AutoExposureBias=1.000000,AutoExposureBiasBackup=0.000000,bOverride_AutoExposureBiasBackup=False,AutoExposureApplyPhysicalCameraExposure=True,AutoExposureBiasCurve=None,AutoExposureMeterMask=None,AutoExposureLowPercent=10.000000,AutoExposureHighPercent=90.000000,AutoExposureMinBrightness=-10.000000,AutoExposureMaxBrightness=20.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,HistogramLogMin=-10.000000,HistogramLogMax=20.000000,LocalExposureMethod=Bilateral,LocalExposureHighlightContrastScale=1.000000,LocalExposureShadowContrastScale=1.000000,LocalExposureHighlightContrastCurve=None,LocalExposureShadowContrastCurve=None,LocalExposureHighlightThreshold=0.000000,LocalExposureShadowThreshold=0.000000,LocalExposureDetailStrength=1.000000,LocalExposureBlurredLuminanceBlend=0.600000,LocalExposureBlurredLuminanceKernelSizePercent=50.000000,LocalExposureHighlightThresholdStrength=1.000000,LocalExposureShadowThresholdStrength=1.000000,LocalExposureMiddleGreyBias=0.000000,LensFlareIntensity=1.000000,LensFlareTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LensFlareBokehSize=3.000000,LensFlareThreshold=8.000000,LensFlareBokehShape=None,LensFlareTints[0]=(R=1.000000,G=0.800000,B=0.400000,A=0.600000),LensFlareTints[1]=(R=1.000000,G=1.000000,B=0.600000,A=0.530000),LensFlareTints[2]=(R=0.800000,G=0.800000,B=1.000000,A=0.460000),LensFlareTints[3]=(R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=True,bShowMeshEdges=False) ++Profiles=(ProfileName="Grey 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R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=True) ++Profiles=(ProfileName="Grey Ambient",bSharedProfile=True,bIsEngineDefaultProfile=True,bUseSkyLighting=True,DirectionalLightIntensity=4.000000,DirectionalLightColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SkyLightIntensity=2.000000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=True,bShowGrid=True,EnvironmentColor=(R=0.200000,G=0.200000,B=0.200000,A=1.000000),EnvironmentIntensity=1.000000,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/T_GreyAmbient",bPostProcessingEnabled=False,PostProcessingSettings=(bOverride_TemperatureType=False,bOverride_WhiteTemp=False,bOverride_WhiteTint=False,bOverride_ColorSaturation=False,bOverride_ColorContrast=False,bOverride_ColorGamma=False,bOverride_ColorGain=False,bOverride_ColorOffset=False,bOverride_ColorSaturationShadows=False,bOverride_ColorContrastShadows=False,bOverride_ColorGammaShadows=False,bOverride_ColorGainShadows=False,bOverride_ColorOffsetShadows=False,bOverride_ColorSaturationMidtones=False,bOverride_ColorContrastMidtones=False,bOverride_ColorGammaMidtones=False,bOverride_ColorGainMidtones=False,bOverride_ColorOffsetMidtones=False,bOverride_ColorSaturationHighlights=False,bOverride_ColorContrastHighlights=False,bOverride_ColorGammaHighlights=False,bOverride_ColorGainHighlights=False,bOverride_ColorOffsetHighlights=False,bOverride_ColorCorrectionShadowsMax=False,bOverride_ColorCorrectionHighlightsMin=False,bOverride_ColorCorrectionHighlightsMax=False,bOverride_BlueCorrection=False,bOverride_ExpandGamut=False,bOverride_ToneCurveAmount=False,bOverride_FilmSlope=False,bOverride_FilmToe=False,bOverride_FilmShoulder=False,bOverride_FilmBlackClip=False,bOverride_FilmWhiteClip=False,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_ChromaticAberrationStartOffset=False,bOverride_bMegaLights=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomMethod=False,bOverride_BloomIntensity=False,bOverride_BloomGaussianIntensity=False,bOverride_BloomThreshold=False,bOverride_Bloom1Tint=False,bOverride_Bloom1Size=False,bOverride_Bloom2Size=False,bOverride_Bloom2Tint=False,bOverride_Bloom3Tint=False,bOverride_Bloom3Size=False,bOverride_Bloom4Tint=False,bOverride_Bloom4Size=False,bOverride_Bloom5Tint=False,bOverride_Bloom5Size=False,bOverride_Bloom6Tint=False,bOverride_Bloom6Size=False,bOverride_BloomSizeScale=False,bOverride_BloomConvolutionIntensity=False,bOverride_BloomConvolutionTexture=False,bOverride_BloomConvolutionScatterDispersion=False,bOverride_BloomConvolutionSize=False,bOverride_BloomConvolutionCenterUV=False,bOverride_BloomConvolutionPreFilterMin=False,bOverride_BloomConvolutionPreFilterMax=False,bOverride_BloomConvolutionPreFilterMult=False,bOverride_BloomConvolutionBufferScale=False,bOverride_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_CameraShutterSpeed=False,bOverride_CameraISO=False,bOverride_AutoExposureMethod=False,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=False,bOverride_AutoExposureMaxBrightness=False,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=False,bOverride_AutoExposureBiasCurve=False,bOverride_AutoExposureMeterMask=False,bOverride_AutoExposureApplyPhysicalCameraExposure=False,bOverride_HistogramLogMin=False,bOverride_HistogramLogMax=False,bOverride_LocalExposureMethod=False,bOverride_LocalExposureHighlightContrastScale=False,bOverride_LocalExposureShadowContrastScale=False,bOverride_LocalExposureHighlightContrastCurve=False,bOverride_LocalExposureShadowContrastCurve=False,bOverride_LocalExposureHighlightThreshold=False,bOverride_LocalExposureShadowThreshold=False,bOverride_LocalExposureDetailStrength=False,bOverride_LocalExposureBlurredLuminanceBlend=False,bOverride_LocalExposureBlurredLuminanceKernelSizePercent=False,bOverride_LocalExposureHighlightThresholdStrength=False,bOverride_LocalExposureShadowThresholdStrength=False,bOverride_LocalExposureMiddleGreyBias=False,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=False,bOverride_Sharpen=False,bOverride_FilmGrainIntensity=False,bOverride_FilmGrainIntensityShadows=False,bOverride_FilmGrainIntensityMidtones=False,bOverride_FilmGrainIntensityHighlights=False,bOverride_FilmGrainShadowsMax=False,bOverride_FilmGrainHighlightsMin=False,bOverride_FilmGrainHighlightsMax=False,bOverride_FilmGrainTexelSize=False,bOverride_FilmGrainTexture=False,bOverride_AmbientOcclusionIntensity=False,bOverride_AmbientOcclusionStaticFraction=False,bOverride_AmbientOcclusionRadius=False,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=False,bOverride_AmbientOcclusionBias=False,bOverride_AmbientOcclusionQuality=False,bOverride_AmbientOcclusionMipBlend=False,bOverride_AmbientOcclusionMipScale=False,bOverride_AmbientOcclusionMipThreshold=False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldPetzvalBokeh=False,bOverride_DepthOfFieldPetzvalBokehFalloff=False,bOverride_DepthOfFieldPetzvalExclusionBoxExtents=False,bOverride_DepthOfFieldPetzvalExclusionBoxRadius=False,bOverride_DepthOfFieldAspectRatioScalar=False,bOverride_DepthOfFieldMatteBoxFlags=False,bOverride_DepthOfFieldBarrelRadius=False,bOverride_DepthOfFieldBarrelLength=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_RayTracingTranslucencyMaxPrimaryHitEvents=False,bOverride_RayTracingTranslucencyMaxSecondaryHitEvents=False,bOverride_RayTracingTranslucencyUseRayTracedRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenSkylightLeakingTint=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetShadows=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetMidtones=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetHighlights=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorCorrectionHighlightsMin=0.500000,ColorCorrectionHighlightsMax=1.000000,ColorCorrectionShadowsMax=0.090000,BlueCorrection=0.600000,ExpandGamut=1.000000,ToneCurveAmount=1.000000,FilmSlope=0.880000,FilmToe=0.550000,FilmShoulder=0.260000,FilmBlackClip=0.000000,FilmWhiteClip=0.040000,SceneColorTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SceneFringeIntensity=0.000000,ChromaticAberrationStartOffset=0.000000,BloomIntensity=0.675000,BloomGaussianIntensity=1.000000,BloomThreshold=-1.000000,BloomSizeScale=4.000000,Bloom1Size=0.300000,Bloom2Size=1.000000,Bloom3Size=2.000000,Bloom4Size=10.000000,Bloom5Size=30.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.346500,G=0.346500,B=0.346500,A=1.000000),Bloom2Tint=(R=0.138000,G=0.138000,B=0.138000,A=1.000000),Bloom3Tint=(R=0.117600,G=0.117600,B=0.117600,A=1.000000),Bloom4Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom5Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom6Tint=(R=0.061000,G=0.061000,B=0.061000,A=1.000000),BloomConvolutionIntensity=1.000000,BloomConvolutionScatterDispersion=1.000000,BloomConvolutionSize=1.000000,BloomConvolutionTexture=None,BloomConvolutionCenterUV=(X=0.500000,Y=0.500000),BloomConvolutionPreFilterMin=7.000000,BloomConvolutionPreFilterMax=15000.000000,BloomConvolutionPreFilterMult=15.000000,BloomConvolutionBufferScale=0.133000,BloomDirtMask=None,BloomDirtMaskIntensity=0.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),DynamicGlobalIlluminationMethod=Lumen,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,LumenRayLightingMode=Default,LumenSceneLightingQuality=1.000000,LumenSceneDetail=1.000000,LumenSceneViewDistance=20000.000000,LumenSceneLightingUpdateSpeed=1.000000,LumenFinalGatherQuality=1.000000,LumenFinalGatherLightingUpdateSpeed=1.000000,LumenFinalGatherScreenTraces=True,LumenMaxTraceDistance=20000.000000,LumenDiffuseColorBoost=1.000000,LumenSkylightLeaking=0.000000,LumenSkylightLeakingTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LumenFullSkylightLeakingDistance=1000.000000,LumenSurfaceCacheResolution=1.000000,ReflectionMethod=Lumen,LumenReflectionQuality=1.000000,LumenReflectionsScreenTraces=True,LumenFrontLayerTranslucencyReflections=False,LumenMaxRoughnessToTraceReflections=0.400000,LumenMaxReflectionBounces=1,LumenMaxRefractionBounces=0,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=50.000000,ScreenSpaceReflectionMaxRoughness=0.600000,bMegaLights=True,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,CameraShutterSpeed=60.000000,CameraISO=100.000000,DepthOfFieldFstop=4.000000,DepthOfFieldMinFstop=1.200000,DepthOfFieldBladeCount=5,AutoExposureBias=1.000000,AutoExposureBiasBackup=0.000000,bOverride_AutoExposureBiasBackup=False,AutoExposureApplyPhysicalCameraExposure=True,AutoExposureBiasCurve=None,AutoExposureMeterMask=None,AutoExposureLowPercent=10.000000,AutoExposureHighPercent=90.000000,AutoExposureMinBrightness=-10.000000,AutoExposureMaxBrightness=20.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,HistogramLogMin=-10.000000,HistogramLogMax=20.000000,LocalExposureMethod=Bilateral,LocalExposureHighlightContrastScale=1.000000,LocalExposureShadowContrastScale=1.000000,LocalExposureHighlightContrastCurve=None,LocalExposureShadowContrastCurve=None,LocalExposureHighlightThreshold=0.000000,LocalExposureShadowThreshold=0.000000,LocalExposureDetailStrength=1.000000,LocalExposureBlurredLuminanceBlend=0.600000,LocalExposureBlurredLuminanceKernelSizePercent=50.000000,LocalExposureHighlightThresholdStrength=1.000000,LocalExposureShadowThresholdStrength=1.000000,LocalExposureMiddleGreyBias=0.000000,LensFlareIntensity=1.000000,LensFlareTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LensFlareBokehSize=3.000000,LensFlareThreshold=8.000000,LensFlareBokehShape=None,LensFlareTints[0]=(R=1.000000,G=0.800000,B=0.400000,A=0.600000),LensFlareTints[1]=(R=1.000000,G=1.000000,B=0.600000,A=0.530000),LensFlareTints[2]=(R=0.800000,G=0.800000,B=1.000000,A=0.460000),LensFlareTints[3]=(R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=False) + diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 00000000..9a4c75c3 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,209 @@ + + +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/MainMenu1.MainMenu1 +EditorStartupMap=/Game/Demo.Demo +GlobalDefaultGameMode=/Game/Blueprints/BP_AFGameMode.BP_AFGameMode_C + +[/Script/Engine.RendererSettings] +r.AllowStaticLighting=False + +r.GenerateMeshDistanceFields=True + +r.DynamicGlobalIlluminationMethod=0 + +r.ReflectionMethod=0 + +r.SkinCache.CompileShaders=True + +r.RayTracing=True + +r.Shadow.Virtual.Enable=1 + +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 +r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False +r.Lumen.TraceMeshSDFs=0 +r.MSAACount=1 +r.CustomDepth=0 +r.SkinCache.SceneMemoryLimitInMB=300.000000 +r.GPUSkin.Support16BitBoneIndex=True +r.GPUSkin.UnlimitedBoneInfluences=True +SkeletalMesh.UseExperimentalChunking=1 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.UserInterfaceSettings] +bAuthorizeAutomaticWidgetVariableCreation=False +FontDPIPreset=Standard +FontDPI=72 + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/AFPrototype") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/AFPrototype") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=D39A5780474EE08C55E2288430D7DDF3 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="DestructibleIgnorePawn",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Destructible",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore)),HelpMessage="Needs description") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Player") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="GrapplePoint") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Telekinesis") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Weapon") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Collectable") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Shield") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Position") ++EditProfiles=(Name="WaterBodyCollision",CustomResponses=((Channel="Player",Response=ECR_Overlap),(Channel="Enemy",Response=ECR_Overlap),(Channel="Telekinesis",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Collectable",Response=ECR_Overlap),(Channel="Shield",Response=ECR_Overlap),(Channel="Position",Response=ECR_Overlap))) +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + +[/Script/NavigationSystem.RecastNavMesh] +RuntimeGeneration=Dynamic + +[/Script/AIModule.AISystem] +bEnableDebuggerPlugin=True + +[/Script/WaterAdvanced.ShallowWaterSettings] +UseDefaultShallowWaterSubsystem=True + +[/Script/Engine.PhysicsSettings] +PhysicsPrediction=(bEnablePhysicsPrediction=False,bEnablePhysicsHistoryCapture=False,MaxSupportedLatencyPrediction=1000.000000,ResimulationSettings=(bEnableResimulationErrorPositionThreshold=True,ResimulationErrorPositionThreshold=10.000000,bEnableResimulationErrorRotationThreshold=True,ResimulationErrorRotationThreshold=4.000000,bEnableResimulationErrorLinearVelocityThreshold=False,ResimulationErrorLinearVelocityThreshold=5.000000,bEnableResimulationErrorAngularVelocityThreshold=False,ResimulationErrorAngularVelocityThreshold=2.000000),PhysicsReplicationLODSettings=(bEnablePhysicsReplicationLOD=False,MinimumBaseDistance=200.000000,BaseDistanceRadiusMultiplier=0.750000,BaseDistancesForResimulationMode=0.250000,BaseDistancesForFullPrediction=0.800000,TimeOverDistance=0.150000)) +PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) +DefaultDegreesOfFreedom=Full3D +bSuppressFaceRemapTable=False +bSupportUVFromHitResults=False +bDisableActiveActors=False +bDisableKinematicStaticPairs=False +bDisableKinematicKinematicPairs=False +bDisableCCD=False +AnimPhysicsMinDeltaTime=0.000000 +bSimulateAnimPhysicsAfterReset=False +MinPhysicsDeltaTime=0.000000 +MaxPhysicsDeltaTime=0.033333 +bSubstepping=False +bSubsteppingAsync=False +bTickPhysicsAsync=False +AsyncFixedTimeStepSize=0.033333 +MaxSubstepDeltaTime=0.016667 +MaxSubsteps=6 +SyncSceneSmoothingFactor=0.000000 +InitialAverageFrameRate=0.016667 +PhysXTreeRebuildRate=10 ++PhysicalSurfaces=(Type=SurfaceType1,Name="Stone") ++PhysicalSurfaces=(Type=SurfaceType2,Name="Grass") ++PhysicalSurfaces=(Type=SurfaceType3,Name="Dirt") ++PhysicalSurfaces=(Type=SurfaceType4,Name="Water") +DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPNumSubdivs=2) +MinDeltaVelocityForHitEvents=0.000000 +ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 00000000..38777d4e --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,121 @@ + + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=12BF36D24665732E80ADB69C1E22FDCD +ProjectVersion=0.0.1 +ProjectName=Prototype + +[StartupActions] +bAddPacks=True +InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent") + +[SectionsToSave] ++Section=StartupActions + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget= +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bUseIoStore=True +bUseZenStore=False +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bWritePluginSizeSummaryJsons=False +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=4 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=True +bTreatWarningsAsErrorsOnCook=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=DebugKeyStorePassword +-IniKeyDenylist=DebugKeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=AppStoreConnectKeyPath +-IniKeyDenylist=AppStoreConnectIssuerID +-IniKeyDenylist=AppStoreConnectKeyID +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=AppStoreConnectKeyPath ++IniKeyDenylist=AppStoreConnectIssuerID ++IniKeyDenylist=AppStoreConnectKeyID ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=DebugKeyStorePassword ++IniKeyDenylist=DebugKeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers +-IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++MapsToCook=(FilePath="/Game/Demo") ++DirectoriesToAlwaysCook=(Path="/NNEDenoiser") +bRetainStagedDirectory=False +CustomStageCopyHandler= + diff --git a/Config/DefaultGameplayTags.ini b/Config/DefaultGameplayTags.ini new file mode 100644 index 00000000..4839aebb --- /dev/null +++ b/Config/DefaultGameplayTags.ini @@ -0,0 +1,169 @@ +;METADATA=(Diff=true, UseCommands=true) +[/Script/GameplayTags.GameplayTagsSettings] +ImportTagsFromConfig=True +WarnOnInvalidTags=True +ClearInvalidTags=False +AllowEditorTagUnloading=True +AllowGameTagUnloading=False +FastReplication=False +bDynamicReplication=False +InvalidTagCharacters="\"\'," +NumBitsForContainerSize=6 +NetIndexFirstBitSegment=16 ++GameplayTagRedirects=(OldTagName="Event.AttackStarted",NewTagName="Event.Attack.Started") ++GameplayTagRedirects=(OldTagName="Event.Attack.ComboWindowClose",NewTagName="Event.Attack.ComboWindowEnd") ++GameplayTagRedirects=(OldTagName="Event.Block.Brocked",NewTagName="Event.Block.Brocken") ++GameplayTagList=(Tag="AI.Attack.Light",DevComment="") ++GameplayTagList=(Tag="AI.Attack.NextCombo",DevComment="") ++GameplayTagList=(Tag="AI.Chase",DevComment="") ++GameplayTagList=(Tag="AI.Chase.Positioning",DevComment="") ++GameplayTagList=(Tag="AI.Defence",DevComment="") ++GameplayTagList=(Tag="AI.Idle",DevComment="") ++GameplayTagList=(Tag="AI.NextAttack",DevComment="") ++GameplayTagList=(Tag="AI.Patrol",DevComment="") ++GameplayTagList=(Tag="AI.Positioning",DevComment="") ++GameplayTagList=(Tag="AI.SwitchWeapon.Bow",DevComment="") ++GameplayTagList=(Tag="AI.SwitchWeapon.Fist",DevComment="") ++GameplayTagList=(Tag="AI.SwitchWeapon.Shieald",DevComment="") ++GameplayTagList=(Tag="AI.SwitchWeapon.Sword",DevComment="") ++GameplayTagList=(Tag="AI.TakeWeapon",DevComment="") ++GameplayTagList=(Tag="AI.WantWeapon",DevComment="") ++GameplayTagList=(Tag="AOE.Radial",DevComment="") ++GameplayTagList=(Tag="Boss.Attack.Combo",DevComment="") ++GameplayTagList=(Tag="Boss.Attack.Unblockable",DevComment="") ++GameplayTagList=(Tag="Boss.CanShield",DevComment="") ++GameplayTagList=(Tag="Boss.Cooldown.Unblockable",DevComment="") ++GameplayTagList=(Tag="Boss.Event.GuardEnd",DevComment="") ++GameplayTagList=(Tag="Boss.Guard",DevComment="") ++GameplayTagList=(Tag="Boss.Shield",DevComment="") ++GameplayTagList=(Tag="Combat.BattleHeal",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.1",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.2",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.3",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.4",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.5",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.6",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.7",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.8",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.9",DevComment="") ++GameplayTagList=(Tag="Combat.Gimmick.10",DevComment="") ++GameplayTagList=(Tag="Combat.Heal",DevComment="") ++GameplayTagList=(Tag="Combat.ManaAdd",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.BreackBlock",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.BreackBlock.Broke",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Broke",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack1",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack2",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo.Attack3",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo.ComboWndow",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Combo.ComboWndow2",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.1",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.2",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.HeavyAttack.3",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Light",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Light.1",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Light.2",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Light.3",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Parry",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Attack.Special",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Block",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Evade",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Parry",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.StaggerAttack",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.StaggerAttack.Heavy",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.StaggerAttack.Light",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Taran",DevComment="") ++GameplayTagList=(Tag="Combat.Melee.Tracking",DevComment="") ++GameplayTagList=(Tag="Combat.Range.Attack",DevComment="") ++GameplayTagList=(Tag="Combat.Ranged.Aiming",DevComment="") ++GameplayTagList=(Tag="Cooldown.LightAttack.1",DevComment="") ++GameplayTagList=(Tag="Cooldown.LightAttack.2",DevComment="") ++GameplayTagList=(Tag="Cooldown.LightAttack.3",DevComment="") ++GameplayTagList=(Tag="Damage.BlockBroke",DevComment="") ++GameplayTagList=(Tag="Damage.IgnoreReaction",DevComment="") ++GameplayTagList=(Tag="Damage.Melee",DevComment="") ++GameplayTagList=(Tag="Damage.Taran",DevComment="") ++GameplayTagList=(Tag="Event.Attack.Blocked",DevComment="") ++GameplayTagList=(Tag="Event.Attack.ComboWindowEnd",DevComment="") ++GameplayTagList=(Tag="Event.Attack.ComboWindowOpen",DevComment="") ++GameplayTagList=(Tag="Event.Attack.Left",DevComment="") ++GameplayTagList=(Tag="Event.Attack.Right",DevComment="") ++GameplayTagList=(Tag="Event.Attack.Started",DevComment="") ++GameplayTagList=(Tag="Event.Block.Brocken",DevComment="") ++GameplayTagList=(Tag="Event.Block.End",DevComment="") ++GameplayTagList=(Tag="Event.Block.Reaction",DevComment="") ++GameplayTagList=(Tag="Event.Heal.End",DevComment="") ++GameplayTagList=(Tag="Event.Hit",DevComment="") ++GameplayTagList=(Tag="Event.Knockdown",DevComment="") ++GameplayTagList=(Tag="Event.ManaTake",DevComment="") ++GameplayTagList=(Tag="Event.Overloaded",DevComment="") ++GameplayTagList=(Tag="Event.Parry.End",DevComment="") ++GameplayTagList=(Tag="Event.Range.Started",DevComment="") ++GameplayTagList=(Tag="Event.Ranged.Aiming",DevComment="") ++GameplayTagList=(Tag="Event.Staggered",DevComment="") ++GameplayTagList=(Tag="Event.Stuned",DevComment="") ++GameplayTagList=(Tag="Event.Telekenesis",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Hook",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Kick",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Lighting",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Ora",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Push",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Stomp",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Storm",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Taran",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Tele",DevComment="") ++GameplayTagList=(Tag="Force.PowerUp.Wisdom",DevComment="") ++GameplayTagList=(Tag="Force.StormHook",DevComment="") ++GameplayTagList=(Tag="Force.StormHook.GrapplingAnimation",DevComment="") ++GameplayTagList=(Tag="Force.StormHook.MovingWithGrapple",DevComment="") ++GameplayTagList=(Tag="Force.Telekenesis",DevComment="") ++GameplayTagList=(Tag="GameplayCue.AttackBlockingReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.AttackParringReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Brave",DevComment="") ++GameplayTagList=(Tag="GameplayCue.BreakBlockReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Fear",DevComment="") ++GameplayTagList=(Tag="GameplayCue.GameplayCue.AttackParringReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.GameplayCue.GameplayCue.MeleeHeavyDamageReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.GameplayCue.MeleeHeavyDamageReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.KickReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.ManaAdd",DevComment="") ++GameplayTagList=(Tag="GameplayCue.MeleeDamageReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Point.Aldorn",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Point.Dectos",DevComment="") ++GameplayTagList=(Tag="GameplayCue.PunchesReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Slowmotion",DevComment="") ++GameplayTagList=(Tag="GameplayCue.SpecialDamage",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction.Heavy",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StaggerAttackReaction.light",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StormDamageReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StormHeavyDamageReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.StormHookReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.TaranReaction",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Telekenesis",DevComment="") ++GameplayTagList=(Tag="Hand.Rage",DevComment="") ++GameplayTagList=(Tag="Hand.Wisdom",DevComment="") ++GameplayTagList=(Tag="Locomotion.Dodge",DevComment="") ++GameplayTagList=(Tag="Locomotion.Roll",DevComment="") ++GameplayTagList=(Tag="Melee.Damage.Reaction",DevComment="") ++GameplayTagList=(Tag="MeleeHeavyDamageReaction",DevComment="") ++GameplayTagList=(Tag="Status.Attacked",DevComment="") ++GameplayTagList=(Tag="Status.Body.Big",DevComment="") ++GameplayTagList=(Tag="Status.Body.Boss",DevComment="") ++GameplayTagList=(Tag="Status.Body.Small",DevComment="") ++GameplayTagList=(Tag="Status.CanRoll",DevComment="") ++GameplayTagList=(Tag="Status.CanStaggerAttack",DevComment="") ++GameplayTagList=(Tag="Status.CantRegen",DevComment="") ++GameplayTagList=(Tag="Status.Damaged",DevComment="") ++GameplayTagList=(Tag="Status.DamageImmune",DevComment="") ++GameplayTagList=(Tag="Status.Gimmick",DevComment="") ++GameplayTagList=(Tag="Status.Hooked",DevComment="") ++GameplayTagList=(Tag="Status.Knockdowned",DevComment="") ++GameplayTagList=(Tag="Status.Overloaded",DevComment="") ++GameplayTagList=(Tag="Status.Staggered",DevComment="") ++GameplayTagList=(Tag="Status.Stunned",DevComment="") + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 00000000..354068a3 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,473 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bEnableInputDeviceSubsystem=True +bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Multiply + +[/Script/EngineSettings.ConsoleSettings] +MaxScrollbackSize=1024 +-ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") +-ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=) +-ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") +-ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") +-ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed") +-ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="Debug Crash",Desc="Simulates a game thread crash for debugging") +-ManualAutoCompleteList=(Command="Debug RenderCrash",Desc="Simulates a render thread crash for debugging") +-ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") +-ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") +-ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") +-ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") +-ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU's intermediary resources and upload to network") +-ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart") +-ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats") +-ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.") +-ManualAutoCompleteList=(Command="Open",Desc=" Opens the specified map, doesn't pass previously set options") +-ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") +-ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") +-ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") +-ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") +-ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") +-ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") +-ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") +-ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") +-ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") +-ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") +-ManualAutoCompleteList=(Command="Obj List ",Desc=" ") +-ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") +-ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") +-ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= [Shortest] [Longest] [All] [External] [Direct] [Full] [Minimal] [GCOnly] [History=] Lists referencers of the specified object") +-ManualAutoCompleteList=(Command="Obj GC",Desc="Runs the UObject Garbage Collector and resets the GC timer.") +-ManualAutoCompleteList=(Command="Obj Dump ",Desc=" [Recurse or Hide/Show=\"category1,...\"] or [Recurse or Hide/Show=\"category1,...\"] Prints the value of all variables for the specified object") +-ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") +-ManualAutoCompleteList=(Command="EditDefault",Desc="") +-ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") +-ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") +-ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") +-ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") +-ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") +-ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") +-ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate") +-ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category") +-ManualAutoCompleteList=(Command="Stat UnitCriticalPath",Desc="Shows thread critical path times") +-ManualAutoCompleteList=(Command="Stat UnitMax",Desc="Shows thread max times ") +-ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph") +-ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)") +-ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)") +-ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)") +-ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)") +-ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)") +-ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log") +-ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") +-ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") +-ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") +-ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") +-ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") +-ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") +-ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") +-ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") +-ManualAutoCompleteList=(Command="Stat COLLISION",Desc=) +-ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=) +-ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=) +-ManualAutoCompleteList=(Command="Stat AUDIO",Desc=) +-ManualAutoCompleteList=(Command="Stat ANIM",Desc=) +-ManualAutoCompleteList=(Command="Stat NET",Desc=) +-ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") +-ManualAutoCompleteList=(Command="Stat splitscreen",Desc=) +-ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log") +-ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint") +-ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures") +-ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations") +-ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes") +-ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes") +-ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture") +-ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log") +-ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level") +-ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules") +-ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name") +-ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name") +-ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed") +-ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed") +-ManualAutoCompleteList=(Command="HotReload",Desc=" Attempts to recompile a UObject DLL and reload it on the fly") +-ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" Rejects new USoundBase requests where the sound name does not contain the provided filter") +-ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +-ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory") +-ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc=" With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter") +-ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity") +-ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity") +-ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name= Type= Vol= Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object") +-ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") +-ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") +-ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") +-ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") +-ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") +-ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") +-ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") +-ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") +-ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") +-ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") +-ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") +-ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") +-ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") +-ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") +-ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") +-ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") +-ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") +-ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") +-ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") +-ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") +-ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") +-ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") +-ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") +-ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") +-ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") +-ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") +-ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") +-ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") +-ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") +-ManualAutoCompleteList=(Command="ShowDebug NET",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug AI",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") +-ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") +-ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="Toggles display of all FKey states on the current Player Controller") +-ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces") +-ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc=" Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass ) and camera view target") +-ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues") +-ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes") +-ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin") +-ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin") +-ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb") +-ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves") +-ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <-debug> Shows all active sounds. Displays value sorted by when sort is set") +-ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions") +-ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.") +-ManualAutoCompleteList=(Command="StartMovieCapture",Desc=) +-ManualAutoCompleteList=(Command="StopMovieCapture",Desc=) +-ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") +-ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") +-ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") +-ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") +-ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") +-ManualAutoCompleteList=(Command="Log list",Desc=" Search for log categories") +-ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity") +-ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file") +-ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations") +-ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +-ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +-ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +-ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +-ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working") +-ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU") +-ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.") +-ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.") +-ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)") +-ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.") +-ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") +-ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") +-ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") ++ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") ++ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc="") ++ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") ++ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") ++ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it\'s source files have changed") ++ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="Debug Crash",Desc="Simulates a game thread crash for debugging") ++ManualAutoCompleteList=(Command="Debug RenderCrash",Desc="Simulates a render thread crash for debugging") ++ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") ++ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") ++ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") ++ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") ++ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU\'s intermediary resources and upload to network") ++ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart") ++ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats") ++ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.") ++ManualAutoCompleteList=(Command="Open",Desc=" Opens the specified map, doesn\'t pass previously set options") ++ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") ++ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") ++ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") ++ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") ++ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") ++ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") ++ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") ++ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") ++ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") ++ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") ++ManualAutoCompleteList=(Command="Obj List ",Desc=" ") ++ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") ++ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") ++ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= [Shortest] [Longest] [All] [External] [Direct] [Full] [Minimal] [GCOnly] [History=] Lists referencers of the specified object") ++ManualAutoCompleteList=(Command="Obj GC",Desc="Runs the UObject Garbage Collector and resets the GC timer.") ++ManualAutoCompleteList=(Command="Obj Dump ",Desc=" [Recurse or Hide/Show=\"category1,...\"] or [Recurse or Hide/Show=\"category1,...\"] Prints the value of all variables for the specified object") ++ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") ++ManualAutoCompleteList=(Command="EditDefault",Desc="") ++ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") ++ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") ++ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") ++ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") ++ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") ++ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") ++ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate") ++ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category") ++ManualAutoCompleteList=(Command="Stat UnitCriticalPath",Desc="Shows thread critical path times") ++ManualAutoCompleteList=(Command="Stat UnitMax",Desc="Shows thread max times ") ++ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph") ++ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)") ++ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)") ++ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)") ++ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)") ++ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)") ++ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log") ++ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") ++ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") ++ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") ++ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") ++ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") ++ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") ++ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") ++ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") ++ManualAutoCompleteList=(Command="Stat COLLISION",Desc="") ++ManualAutoCompleteList=(Command="Stat PARTICLES",Desc="") ++ManualAutoCompleteList=(Command="Stat SCRIPT",Desc="") ++ManualAutoCompleteList=(Command="Stat AUDIO",Desc="") ++ManualAutoCompleteList=(Command="Stat ANIM",Desc="") ++ManualAutoCompleteList=(Command="Stat NET",Desc="") ++ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") ++ManualAutoCompleteList=(Command="Stat splitscreen",Desc="") ++ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log") ++ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint") ++ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures") ++ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations") ++ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes") ++ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes") ++ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture") ++ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log") ++ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level") ++ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules") ++ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name") ++ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name") ++ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed") ++ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed") ++ManualAutoCompleteList=(Command="HotReload",Desc=" Attempts to recompile a UObject DLL and reload it on the fly") ++ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" Rejects new USoundBase requests where the sound name does not contain the provided filter") ++ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name") ++ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory") ++ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc=" With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter") ++ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity") ++ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name to unity") ++ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name= Type= Vol= Sets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo\'ed object") ++ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") ++ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") ++ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") ++ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") ++ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") ++ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") ++ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") ++ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") ++ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") ++ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") ++ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") ++ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") ++ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") ++ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") ++ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") ++ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") ++ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") ++ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") ++ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") ++ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") ++ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") ++ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") ++ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") ++ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") ++ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") ++ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") ++ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") ++ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") ++ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") ++ManualAutoCompleteList=(Command="ShowDebug NET",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug AI",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") ++ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") ++ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="Toggles display of all FKey states on the current Player Controller") ++ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces") ++ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc=" Toggles \'ShowDebug\' from showing debug info between reticle target actor (of subclass ) and camera view target") ++ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues") ++ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes") ++ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin") ++ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin") ++ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb") ++ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves") ++ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <-debug> Shows all active sounds. Displays value sorted by when sort is set") ++ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions") ++ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.") ++ManualAutoCompleteList=(Command="StartMovieCapture",Desc="") ++ManualAutoCompleteList=(Command="StopMovieCapture",Desc="") ++ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") ++ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") ++ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") ++ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") ++ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") ++ManualAutoCompleteList=(Command="Log list",Desc=" Search for log categories") ++ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity") ++ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file") ++ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations") ++ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") ++ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") ++ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") ++ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") ++ManualAutoCompleteList=(Command="",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working") ++ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU") ++ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.") ++ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.") ++ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)") ++ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.") ++ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") ++ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") ++ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") ++ManualAutoCompleteList=(Command="ShowDebug EnhancedInput",Desc="Displays debug information about the current state of any Enhanced Input Mapping Contexts") ++ManualAutoCompleteList=(Command="ShowDebug WorldSubsystemInput",Desc="Displays debug information about the current state of any Enhanced Input Mapping Contexts applied to the Enhanced Input world subsystem.") ++ManualAutoCompleteList=(Command="ShowDebug InputSettings",Desc="Displays debug information any user input settings, such as player mappable keys.") ++ManualAutoCompleteList=(Command="ShowDebug DeviceProperty",Desc="Display debug information about currently active Input Device Properties") ++ManualAutoCompleteList=(Command="ShowDebug Devices",Desc="Displays all current Platform Users and their Input Devices.") ++ManualAutoCompleteList=(Command="ShowDebug AbilitySystem",Desc="Toggles debug information about the Gameplay Ability System") 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templates +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore +## Get latest from https://github.com/github/gitignore/blob/main/UnrealEngine.gitignore + +## VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx +*.appxbundle +*.appxupload + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!?*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +## UnrealEngine.gitignore + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.opensdf +*.sdf + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* diff --git a/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md b/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md new file mode 100644 index 00000000..f9ba8cf6 --- /dev/null +++ b/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md @@ -0,0 +1,9 @@ +# Microsoft Open Source Code of Conduct + +This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). + +Resources: + +- [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/) +- [Microsoft Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) +- Contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with questions or concerns diff --git a/Plugins/VisualStudioTools/CONTRIBUTING.md b/Plugins/VisualStudioTools/CONTRIBUTING.md new file mode 100644 index 00000000..51f99427 --- /dev/null +++ b/Plugins/VisualStudioTools/CONTRIBUTING.md @@ -0,0 +1,49 @@ +# Contributing + +This project welcomes contributions and suggestions. Most contributions require you to agree to a +Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us +the rights to use your contribution. For details, visit . + +When you submit a pull request, a CLA bot will automatically determine whether you need to provide +a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions +provided by the bot. You will only need to do this once across all repos using our CLA. + +This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). +For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or +contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments. + +## Code Style Guide + +The code in the repo follows the existing code conventions described in the Unreal Engine's [Code Standard document](https://docs.unrealengine.com/INT/epic-cplusplus-coding-standard-for-unreal-engine/). The `.editorconfig` file at the source root is used for Visual Studio to check the conventions and report violations. + +## Pull Requests + +When submitting a pull request, make sure that it has a clean build using the instructions below. A core contributor will review your pull request and provide feedback. Once all the feedback is addressed and the PR is approved, we will merge the changes. + +## Build workflow +The plugin source can be built in isolation using the command below (which wrap the RunUAT.bat script) to ensure it's correct for submition to the Unreal Engine Marketplace. + +From a Visual Studio Developer Prompt (or PowerShell Dev Prompt), run the following: + +```cmd +> msbuild -p:UnrealEngine=[path_or_version] -p:OutputPath=[absolute_path] +`````` + +- `UnrealEngine` can be either a path to a source build (e.g. `c:\src\ue`) or a version identifier for an installed engine (e.g. `4.27`, `5.2`). +- `OutputPath` cannot be under the Unreal Engine's folder due to a restriction from `RunUAT.bat`. + +> Note: The contents of `OutputPath` will be overwritten! + +By default the script will disable Unity Builds in the plugin modules to catch errors from cpp files not including all the required headers. It does not affect the build of other targets and modules. + +## Unity build errors + +If you get errors due to unity build problems, you get the same errors in Visual Studio by generating the solution with the command below. This will allow Visual Studio to suggest the includes as code fixes. Note that this will overwrite any existing solution and projects that are already present. + +```powershell +$env:VSTUE_IsCustomDevBuild=1; & "C:\Program Files\Epic Games\UE_5.2\Engine\Build\BatchFiles\Build.bat" -projectfiles -project="full_path_to_game.uproject" -game +``` + +The module rules for the plugin check the enviroment variable above to use the more strict include settings. + + diff --git a/Plugins/VisualStudioTools/Config/FilterPlugin.ini b/Plugins/VisualStudioTools/Config/FilterPlugin.ini new file mode 100644 index 00000000..66565e7c --- /dev/null +++ b/Plugins/VisualStudioTools/Config/FilterPlugin.ini @@ -0,0 +1,9 @@ +[FilterPlugin] +; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and +; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively. +; +; Examples: +; /README.txt +; /Extras/... +; /Binaries/ThirdParty/*.dll +/Docs/... diff --git a/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md b/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md new file mode 100644 index 00000000..cdb575ce --- /dev/null +++ b/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md @@ -0,0 +1,57 @@ +# Visual Studio Integration Tool + +Visual Studio Integration Tool is an Unreal Engine plugin that works in conjunction with Visual Studio to display information about Blueprints assets in C++ code (requires Visual Studio 2022 17.4 or later). + +## Installing + +### Visual Studio + +The tool requires the `Visual Studio Tools for Unreal Engine` component from Visual Studio to be installed. You can find it under the "Game development with C++" workload in the Visual Studio Installer (figure 1). + +![figure 1](./images/ide_support_ue.png) \ +*Figure 1 - Installing the Visual Studio component* + +### Unreal Engine + You can install the plugin in a couple of ways: + + - Through the Epic Games Launcher: + - Select the "Install to Engine" option within the Launcher. From there, you can select an engine version for installation. + - If you're using the Marketplace website, you can add the plugin to your account and you will have an option to open the Launcher in order to install it as detailed above. + - If you already added the plugin to your account, go Library -> Vault in the and locate the plugin there. + + - Through source distribution: + - If you're unable to use the Marketplace-based distribution (e.g. you're building the Unreal Engine from source), then you can install the plugin manually by following the instructions found at + +## Enabling the plugin + +- Through the Unreal Editor + - Open your project and then use the Plugin Manager to enable "VisualStudioTools". + - See [official documentation](https://docs.unrealengine.com/INT/working-with-plugins-in-unreal-engine/) for more information on how to install and enable plugins. +- (Advanced) Alternatively, you can manually edit the '.uproject' descriptor for your project and add an entry for the "VisualStudioTools" plugin. + +## Usage + +Test discovery in Visual Studio 2022 + +1. Begin by installing and enabling the `Visual Studio Tools for Unreal Engine` plugin. +2. Open your solution in Visual Studio. +3. Click on the Test Explorer to show a pop-up that will display available tests. (figure 3). +4. You can find the logs from the plugin execution in the Tests Output Window. +5. To refresh your filters for test discovery, you can select the "Options > Unreal Engine > Test Adapter" option under the "Tests" menu. (figure 4) + +![figure 2](./images/configuration_page.png) \ +*Figure 2 - Unreal Engine project Configuration Page + +![figure 3](./images/test_explorer.png) \ +*Figure 3 - Menu to rescan the blueprint assets in the game project* + +![figure 4](./images/test_options.png) \ +*Figure 3 - Menu to change options for Tests Discovery + +## Troubleshooting + +If you encounter any issues when setting up Visual Studio in conjunction with the Unreal Editor plugin, please refer to the [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/Troubleshooting.md) guide in the repository. This guide provides solutions for common issues and is periodically updated to ensure that the latest solutions are available. + +## Reporting issues + +To report new issues, provide feedback, or request new features, please use the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). These options will allow you to submit your issue or feedback directly to our team and help us improve the plugin moving forward. \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Docs/Troubleshooting.md b/Plugins/VisualStudioTools/Docs/Troubleshooting.md new file mode 100644 index 00000000..3f067395 --- /dev/null +++ b/Plugins/VisualStudioTools/Docs/Troubleshooting.md @@ -0,0 +1,55 @@ +# Troubleshooting guide + +This document describes some of the errors that might happen in the integration with the Unreal Engine and potential ways to mitigate them. + +The integration works by Visual Studio being able to invoke the `VisualStudioTools` plugin using the Unreal Editor executable in commandlet mode. That means the following must be true: + +- The `Visual Studio Tools for Unreal Engine` component from Visual Studio must be installed. You can find it under the "Game Development with C++" workload in the VS Installer. +- The game project must be built in a Editor target (e.g., `"Development_Editor"`). +- The `VisualStudioTools` plugin must be enabled for the project, either explicitly in the .uproject descriptor file or be enabled by default to all projects if installed at the as an engine plugin (via the `"EnabledByDefault=true"` entry in the .uplugin file). +- Starting on version 17.5, Visual Studio will wait to scan the game project until a file with the `UCLASS/UPROPERTY/UFUNCTION` macros is opened and the Code Lens hints are requested. +- At the moment, the Code Lens hints will only be displayed for game projects. In particular, the files in the _engine_ project of the solution (with name like "UE4" or "UE5") will not display the hints yet. + +## Code Lens are not visible + +### Verify the required VS component is installed + +In recent versions of UE, the generated solution comes with a `.vsconfig` file, which allows right-clicking on the Solution in VS and selecting "Install Missing Feature(s)". The component is part of the "Game Development with C++" workload. + +You can also see this [help page](https://learn.microsoft.com/en-us/visualstudio/install/install-visual-studio?view=vs-2022#step-4---choose-workloads) about installing features using the Visual Studio installer. + +### Check if the opened documents have any class decorated with the Unreal macros + +For real world projects, scanning the blueprints information might take several seconds and be expensive in terms of machine resources. Visual Studio will only start the operation when the Code Lens are rendered. That means it will wait until a file from the game project with the Unreal macros is opened in the editor. + +### Check if a `cpp.hint` file is redefining the relevant Unreal macros + +Some projects might have a cpp.hint file that includes the `UCLASS`, `UPROPERTY`, `UFUNCTION` macros. That might suppress the new logic in Visual Studio that uses the macros to display the Code Lens hints. + +If that is the case, you can remove those macros from the hint file, save it and try reloading the project. + +Note that other macros in the hint file can be left as-is and do not affect the Code Lens hints. + +### Ensure the C++ Database is enabled + +In Tools > Options > Text Editor > C/C++ > Advanced > Browsing/Navigation, the setting "Disable Database" should be set to "False". This is the default value of this setting. + +## Errors showing up in the Output Window and/or Task Center notification + +### Message "LogInit: Error: VisualStudioToolsCommandlet looked like a commandlet, but we could not find the class." + +Possible causes are the plugin not being installed correctly or installed but not yet enabled for the game project (which is required on installation from the Marketplace). + +- See [this section](../README.md#building-and-installing) for installation instructions. + +- See [this section](../README.md#optional-enabling-the-plugin) for instructions on how to enable the plugin. + +### Message "Command finished with exit code 1" without other errors + +Either the game project or the plugin DLL is not yet built. Rebuilding the project should ensure they are available. Then manually rescan the game project using the `Project > Rescan UE Blueprints` menu. + +### Task Center error: "Your task failed with the message: Could not find a part of the path...' + +This was a known issue when trying to locate the path the Unreal Editor executable, fixed in Visual Studio 17.5-Preview3. This usually happens when the selected Configuration in VS is not one with an "Editor" target. + +A workaround is to switch to such configuration and manually rescan the game project using the `Project > Rescan UE Blueprints` menu. diff --git a/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf b/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf new file mode 100644 index 00000000..edcdfc42 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf differ diff --git a/Plugins/VisualStudioTools/Docs/images/configuration_page.png b/Plugins/VisualStudioTools/Docs/images/configuration_page.png new file mode 100644 index 00000000..d08556b2 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/configuration_page.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png b/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png new file mode 100644 index 00000000..2216c0c6 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/test_explorer.png b/Plugins/VisualStudioTools/Docs/images/test_explorer.png new file mode 100644 index 00000000..e72d9b51 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/test_explorer.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/test_options.png b/Plugins/VisualStudioTools/Docs/images/test_options.png new file mode 100644 index 00000000..3a035e3d Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/test_options.png differ diff --git a/Plugins/VisualStudioTools/LICENSE b/Plugins/VisualStudioTools/LICENSE new file mode 100644 index 00000000..41f977a8 --- /dev/null +++ b/Plugins/VisualStudioTools/LICENSE @@ -0,0 +1,22 @@ + Visual Studio Tools for Unreal Engine + Copyright (c) Microsoft Corporation. + + MIT License + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE diff --git a/Plugins/VisualStudioTools/README.md b/Plugins/VisualStudioTools/README.md new file mode 100644 index 00000000..4fa51761 --- /dev/null +++ b/Plugins/VisualStudioTools/README.md @@ -0,0 +1,116 @@ +# Unreal Engine plugin for Visual Studio + +This project contains an Unreal Editor plugin that works in conjunction with Visual Studio to help discover and run tests in C++ code. + +The plugin can be installed in either the Engine or Game project sources, and it is automatically activated when an Unreal Engine project is opened in Visual Studio. + +## Requirements + +Before you begin, please make sure you have the following software and tools set up: + +1. Visual Studio 2022 has the "Visual Studio Tools for Unreal Engine" component installed. + 1. The component can be found in the "Game development with C++" workload or as an individual component. +2. Unreal Engine, either installed or built from source. + 1. To learn how to install or build Unreal Engine, please refer to the following guide: [Installing Unreal Engine](https://docs.unrealengine.com/5.0/en-US/installing-unreal-engine). + 1. The source code and instructions have been tested on Unreal Engine versions 4.27 and 5.0+. + +## Building and Installing the Plugin + +> If you have Unreal Engine installed and set up through the Epic Games Launcher, and you only want to use the plugin, you can skip the steps below and install it directly from the [Unreal Engine Marketplace](https://aka.ms/vsueplugin). + +The most straightforward way to use the plugin is to clone the repo under the `Plugins` folder of your game project or engine source. If you have multiple projects in the same Visual Studio solution, it is recommended to install the plugin at the engine level and share the binaries across the projects. + +1. Clone the repo by using the following commands: + ```powershell + git clone https://github.com/microsoft/vc-ue-extensions.git + ``` + +2. Build the plugin from source: + ```powershell + msbuild -p:UnrealEngine= + ``` + Note#1: `` can be path to source code folder of the engine or the one installed by `Epic Games Launcher` (e.g `C:\Program Files\Epic Games\UE_5.4`) + Note#2: Alternatevly you can follow [Unreal Engine building plugins](https://dev.epicgames.com/community/learning/tutorials/qz93/unreal-engine-building-plugins) guide. + +3. Clone built plugin. + + 3.1. To Project folder: + ```powershell + move-item -path ./bin -destination \Plugins\VisualStudioTools + ``` + Note: You have to create `Plugins` folder in the root of the game project if it doens't exisist yet. + + 3.2. To Engine folder: + ```powershell + move-item -path ./bin -destination Note: To ensure proper activation of the plugin, make sure the correct plugin is selected or the desired changes are made in the `.uproject` file. + +## Manually invoking the plugin + +The plugin is designed to be used with Visual Studio, and as such, it does not provide any user interfaces, commands, or logs within the Unreal Editor. However, it is still possible to test the plugin's execution by running the **sample** command below: + +```powershell +& "\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" "$Env:UserProfile\Unreal Projects\EmptyProject\EmptyProject.uproject" -run=VisualStudioTools -output "$Env:Temp\vs-ue-tools.json" [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash] +``` + +This command will run the plugin for the specified project and save Unreal Engine Blueprint information in the output file. Optional parameters are included to run the command faster. + +For more information on the specific command line parameters, you can run the following command in the powershell prompt with `-help`: + +```powershell +& "" "" -run=VisualStudioTools -help [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash] +``` + +>Note: The executable name is `UE4Editor-cmd.exe` for UE4.x, located under a similar path. + +## Troubleshooting + +If you encounter any issues when setting up Visual Studio in conjunction with the Unreal Editor plugin, please refer to the [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/Troubleshooting.md) guide in the repository. This guide provides solutions for common issues and is periodically updated to ensure that the latest solutions are available. + +To report new issues, provide feedback, or request new features, please use the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). These options will allow you to submit your issue or feedback directly to our team and help us improve the plugin moving forward. + +## Contributing +This project welcomes contributions and suggestions. Check out our [contributing guide](CONTRIBUTING.md) for instructions on how to contribute to the project. + +## Trademarks + +This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general). +Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. +Any use of third-party trademarks or logos are subject to those third-party's policies. \ No newline at end of file diff --git a/Plugins/VisualStudioTools/SECURITY.md b/Plugins/VisualStudioTools/SECURITY.md new file mode 100644 index 00000000..e138ec5d --- /dev/null +++ b/Plugins/VisualStudioTools/SECURITY.md @@ -0,0 +1,41 @@ + + +## Security + +Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/microsoft), [Azure](https://github.com/Azure), [DotNet](https://github.com/dotnet), [AspNet](https://github.com/aspnet), [Xamarin](https://github.com/xamarin), and [our GitHub organizations](https://opensource.microsoft.com/). + +If you believe you have found a security vulnerability in any Microsoft-owned repository that meets [Microsoft's definition of a security vulnerability](https://aka.ms/opensource/security/definition), please report it to us as described below. + +## Reporting Security Issues + +**Please do not report security vulnerabilities through public GitHub issues.** + +Instead, please report them to the Microsoft Security Response Center (MSRC) at [https://msrc.microsoft.com/create-report](https://aka.ms/opensource/security/create-report). + +If you prefer to submit without logging in, send email to [secure@microsoft.com](mailto:secure@microsoft.com). If possible, encrypt your message with our PGP key; please download it from the [Microsoft Security Response Center PGP Key page](https://aka.ms/opensource/security/pgpkey). + +You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Additional information can be found at [microsoft.com/msrc](https://aka.ms/opensource/security/msrc). + +Please include the requested information listed below (as much as you can provide) to help us better understand the nature and scope of the possible issue: + + * Type of issue (e.g. buffer overflow, SQL injection, cross-site scripting, etc.) + * Full paths of source file(s) related to the manifestation of the issue + * The location of the affected source code (tag/branch/commit or direct URL) + * Any special configuration required to reproduce the issue + * Step-by-step instructions to reproduce the issue + * Proof-of-concept or exploit code (if possible) + * Impact of the issue, including how an attacker might exploit the issue + +This information will help us triage your report more quickly. + +If you are reporting for a bug bounty, more complete reports can contribute to a higher bounty award. Please visit our [Microsoft Bug Bounty Program](https://aka.ms/opensource/security/bounty) page for more details about our active programs. + +## Preferred Languages + +We prefer all communications to be in English. + +## Policy + +Microsoft follows the principle of [Coordinated Vulnerability Disclosure](https://aka.ms/opensource/security/cvd). + + diff --git a/Plugins/VisualStudioTools/SUPPORT.md b/Plugins/VisualStudioTools/SUPPORT.md new file mode 100644 index 00000000..b7cafca6 --- /dev/null +++ b/Plugins/VisualStudioTools/SUPPORT.md @@ -0,0 +1,13 @@ +# Support + +## How to file issues and get help + +This project uses the Visual Studio Developer Community to track bugs and feature requests. Please search the existing feedback before filing new ones to avoid duplicates. + +For common issues, please refer to our [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/troubleshooting.md) guide in the repository. We will periodically update the guide to provide solutions for common issues. + +To report issues, provide feedback, and request features, please use one of the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). + +## Microsoft Support Policy + +Support for this **PROJECT or PRODUCT** is limited to the resources listed above. diff --git a/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 b/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 new file mode 100644 index 00000000..04650c0d --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 @@ -0,0 +1,43 @@ +param( + [Parameter(Mandatory=$true)] + [string] + $EnginePath, + [Parameter(Mandatory=$true)] + [string] + $EngineVersion +) + +function New-TemporaryDirectory { + $parent = [System.IO.Path]::GetTempPath() + $name = [System.IO.Path]::GetRandomFileName() + New-Item -ItemType Directory -Path (Join-Path $parent $name) +} + +$PackagePath = New-TemporaryDirectory +& msbuild "-p:UnrealEngine=$EnginePath;OutputPath=$PackagePath;Versioned=true" + +# Add EnabledByDefault property in the descriptor file +Write-Host "Patch plugin descriptor file" +$descriptor = "$PackagePath/VisualStudioTools.uplugin" +$a = Get-Content $descriptor | ConvertFrom-Json +$a | Add-Member -NotePropertyName EnabledByDefault -NotePropertyValue $true -ErrorAction Ignore +$a | ConvertTo-Json -depth 100 | Out-File $descriptor -Encoding utf8 + +Write-Host "Copy Config folder" +Copy-Item -Path Config -Destination $PackagePath/Config -Recurse + +$PublishPath = "publish" +If(!(test-path -PathType Container $PublishPath)) +{ + New-Item -ItemType Directory -Path $PublishPath | Out-Null +} + +Write-Host "Create ZIP package" +$tag = $EngineVersion.Replace(".", "") +$files = Get-ChildItem $PackagePath -Exclude @("Binaries", "Intermediate") +$zip = "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip" +Compress-Archive -Path $files -DestinationPath "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip" -CompressionLevel Fastest + +Remove-Item $PackagePath -Force -Recurse + +Write-Host "Done: $($zip | Resolve-Path)" \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Scripts/SignDetached.proj b/Plugins/VisualStudioTools/Scripts/SignDetached.proj new file mode 100644 index 00000000..03575246 --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/SignDetached.proj @@ -0,0 +1,19 @@ + + + + + + $(MSBuildThisFileDirectory)../../out/ + + $(BaseOutputDirectory) + $(BaseOutputDirectory) + + + + + Microsoft400 + + + + + diff --git a/Plugins/VisualStudioTools/Scripts/packages.config b/Plugins/VisualStudioTools/Scripts/packages.config new file mode 100644 index 00000000..3fa1e7ec --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/packages.config @@ -0,0 +1,4 @@ + + + + diff --git a/Plugins/VisualStudioTools/Source/.editorconfig b/Plugins/VisualStudioTools/Source/.editorconfig new file mode 100644 index 00000000..613c0ebb --- /dev/null +++ b/Plugins/VisualStudioTools/Source/.editorconfig @@ -0,0 +1,91 @@ +[*.{cpp,h}] + +# Naming convention rules (note: currently need to be ordered from more to less specific) + +cpp_naming_rule.aactor_prefixed.symbols = aactor_class +cpp_naming_rule.aactor_prefixed.style = aactor_style + +cpp_naming_rule.swidget_prefixed.symbols = swidget_class +cpp_naming_rule.swidget_prefixed.style = swidget_style + +cpp_naming_rule.uobject_prefixed.symbols = uobject_class +cpp_naming_rule.uobject_prefixed.style = uobject_style + +cpp_naming_rule.booleans_prefixed.symbols = boolean_vars +cpp_naming_rule.booleans_prefixed.style = boolean_style + +cpp_naming_rule.structs_prefixed.symbols = structs +cpp_naming_rule.structs_prefixed.style = unreal_engine_structs + +cpp_naming_rule.enums_prefixed.symbols = enums +cpp_naming_rule.enums_prefixed.style = unreal_engine_enums + +cpp_naming_rule.templates_prefixed.symbols = templates +cpp_naming_rule.templates_prefixed.style = unreal_engine_templates + +cpp_naming_rule.general_names.symbols = all_symbols +cpp_naming_rule.general_names.style = unreal_engine_default + +# Naming convention symbols + +cpp_naming_symbols.aactor_class.applicable_kinds = class +cpp_naming_symbols.aactor_class.applicable_type = AActor + +cpp_naming_symbols.swidget_class.applicable_kinds = class +cpp_naming_symbols.swidget_class.applicable_type = SWidget + +cpp_naming_symbols.uobject_class.applicable_kinds = class +cpp_naming_symbols.uobject_class.applicable_type = UObject + +cpp_naming_symbols.boolean_vars.applicable_kinds = local,parameter,field +cpp_naming_symbols.boolean_vars.applicable_type = bool + +cpp_naming_symbols.enums.applicable_kinds = enum + +cpp_naming_symbols.templates.applicable_kinds = template_class + +cpp_naming_symbols.structs.applicable_kinds = struct + +cpp_naming_symbols.all_symbols.applicable_kinds = * + +# Naming convention styles + +cpp_naming_style.unreal_engine_default.capitalization = pascal_case +cpp_naming_style.unreal_engine_default.required_prefix = +cpp_naming_style.unreal_engine_default.required_suffix = +cpp_naming_style.unreal_engine_default.word_separator = + +cpp_naming_style.unreal_engine_enums.capitalization = pascal_case +cpp_naming_style.unreal_engine_enums.required_prefix = E +cpp_naming_style.unreal_engine_enums.required_suffix = +cpp_naming_style.unreal_engine_enums.word_separator = + +cpp_naming_style.unreal_engine_templates.capitalization = pascal_case +cpp_naming_style.unreal_engine_templates.required_prefix = T +cpp_naming_style.unreal_engine_templates.required_suffix = +cpp_naming_style.unreal_engine_templates.word_separator = + +cpp_naming_style.unreal_engine_structs.capitalization = pascal_case +cpp_naming_style.unreal_engine_structs.required_prefix = F +cpp_naming_style.unreal_engine_structs.required_suffix = +cpp_naming_style.unreal_engine_structs.word_separator = + +cpp_naming_style.uobject_style.capitalization = pascal_case +cpp_naming_style.uobject_style.required_prefix = U +cpp_naming_style.uobject_style.required_suffix = +cpp_naming_style.uobject_style.word_separator = + +cpp_naming_style.aactor_style.capitalization = pascal_case +cpp_naming_style.aactor_style.required_prefix = A +cpp_naming_style.aactor_style.required_suffix = +cpp_naming_style.aactor_style.word_separator = + +cpp_naming_style.swidget_style.capitalization = pascal_case +cpp_naming_style.swidget_style.required_prefix = S +cpp_naming_style.swidget_style.required_suffix = +cpp_naming_style.swidget_style.word_separator = + +cpp_naming_style.boolean_style.capitalization = pascal_case +cpp_naming_style.boolean_style.required_prefix = b +cpp_naming_style.boolean_style.required_suffix = +cpp_naming_style.boolean_style.word_separator = diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp new file mode 100644 index 00000000..5afcac86 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp @@ -0,0 +1,246 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VisualStudioBlueprintDebuggerHelperModule.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 4 +#include +#endif +#include +#include +#include +#include +#include +#include +#include +#include + +IMPLEMENT_MODULE(FVisualStudioBlueprintDebuggerHelper, VisualStudioBlueprintDebuggerHelper); + +DEFINE_LOG_CATEGORY(LogVisualStudioBlueprintDebuggerHelper); + +#if ENGINE_MAJOR_VERSION >= 5 +#define FCustomBlueprintPropertyInfo TSharedPtr +#else +#define FCustomBlueprintPropertyInfo FDebugInfo +#endif + +struct FVSNodePinRuntimeInformation +{ + UEdGraphPin* Pin; + FCustomBlueprintPropertyInfo Property; + + FVSNodePinRuntimeInformation(UEdGraphPin* InPin, FCustomBlueprintPropertyInfo InProperty) + : Pin(InPin) + , Property(InProperty) + { + } +}; + +struct FVSNodeData +{ + FText NodeName; + TArray> Properties; + int32 ScriptEntryTag; + const UEdGraphNode* Node; +}; + +struct FVSNodesRuntimeInformation +{ + TArray> Nodes; +}; + +struct FVSBlueprintRuntimeInformation +{ + TArray>> RunningBlueprints; +}; + +struct StackTraceHelper +{ + int32 ScriptEntryTag; + FString NodeName; +}; + +// Keep exported so we can read it. +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API FVSBlueprintRuntimeInformation BlueprintsRuntimeInformation; + +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API std::map StackFrameInformation; + +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API const char* DebuggerHelperVersion = "1.0.0"; + +void FVisualStudioBlueprintDebuggerHelper::StartupModule() +{ + CurrentScriptEntryTag = 0; + + FBlueprintContextTracker::OnEnterScriptContext.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnEnterScriptContext); + + FBlueprintContextTracker::OnExitScriptContext.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnExitScriptContext); + + FBlueprintCoreDelegates::OnScriptException.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnScriptException); +} + +void FVisualStudioBlueprintDebuggerHelper::ShutdownModule() +{ + FBlueprintCoreDelegates::OnScriptException.RemoveAll(this); + FBlueprintContextTracker::OnExitScriptContext.RemoveAll(this); + FBlueprintContextTracker::OnEnterScriptContext.RemoveAll(this); +} + +void FVisualStudioBlueprintDebuggerHelper::OnEnterScriptContext( + const struct FBlueprintContextTracker& Context, + const UObject* SourceObject, + const UFunction* Function) +{ + if (!IsInGameThread()) + { + return; + } + + CurrentScriptEntryTag = Context.GetScriptEntryTag(); +} + +void FVisualStudioBlueprintDebuggerHelper::OnExitScriptContext(const struct FBlueprintContextTracker& Context) +{ + if (!IsInGameThread()) + { + return; + } + + for (auto ItRunningBlueprints = BlueprintsRuntimeInformation.RunningBlueprints.CreateIterator(); ItRunningBlueprints; ++ItRunningBlueprints) + { + auto& RunningBlueprint = ItRunningBlueprints->Value; + for (auto ItNodeData = RunningBlueprint->Nodes.CreateIterator(); ItNodeData; ++ItNodeData) + { + if ((*ItNodeData)->ScriptEntryTag == Context.GetScriptEntryTag()) + { + ItNodeData.RemoveCurrent(); + } + } + + if (!RunningBlueprint->Nodes.Num()) + { + ItRunningBlueprints.RemoveCurrent(); + } + } + + for (auto ItStackFrameInfo = StackFrameInformation.begin(); ItStackFrameInfo != StackFrameInformation.end();) + { + if (ItStackFrameInfo->second.ScriptEntryTag == Context.GetScriptEntryTag()) + { + ItStackFrameInfo = StackFrameInformation.erase(ItStackFrameInfo); + } + else + { + ++ItStackFrameInfo; + } + } + + CurrentScriptEntryTag--; +} + +void FVisualStudioBlueprintDebuggerHelper::OnScriptException( + const UObject* Owner, + const struct FFrame& Stack, + const FBlueprintExceptionInfo& ExceptionInfo) +{ + EBlueprintExceptionType::Type ExceptionType = ExceptionInfo.GetType(); + if (ExceptionType != EBlueprintExceptionType::Type::Tracepoint && + ExceptionType != EBlueprintExceptionType::Type::WireTracepoint && + ExceptionType != EBlueprintExceptionType::Type::Breakpoint) + { + return; + } + + UFunction* NodeFunction = Cast(Stack.Node); + if (!NodeFunction) + { + return; + } + + UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast(NodeFunction->GetOuter()); + if (!BlueprintGeneratedClass) + { + return; + } + + UBlueprint* Blueprint = Cast(BlueprintGeneratedClass->ClassGeneratedBy); + if (!Blueprint) + { + return; + } + + const int32 BreakpointOffset = Stack.Code - Stack.Node->Script.GetData() - 1; + const UEdGraphNode* NodeStoppedAt = FKismetDebugUtilities::FindSourceNodeForCodeLocation(Owner, Stack.Node, BreakpointOffset, /*bAllowImpreciseHit=*/ true); + if (!NodeStoppedAt) + { + return; + } + + StackFrameInformation[NodeFunction] = { CurrentScriptEntryTag, FString::Printf(TEXT("%s::%s"), *Blueprint->GetFriendlyName(), *NodeStoppedAt->GetNodeTitle(ENodeTitleType::Type::ListView).ToString()) }; + TTuple>* ExistingNodesRuntimeInformationTuple = BlueprintsRuntimeInformation.RunningBlueprints.FindByPredicate([&Blueprint](const TTuple>& Tuple) { + return Tuple.Key == Blueprint; + }); + + TSharedPtr NodesRuntimeInformation; + if (!ExistingNodesRuntimeInformationTuple) + { + NodesRuntimeInformation = MakeShared(); + BlueprintsRuntimeInformation.RunningBlueprints.Add(MakeTuple(Blueprint, NodesRuntimeInformation)); + } + else + { + NodesRuntimeInformation = ExistingNodesRuntimeInformationTuple->Value; + } + + TSharedPtr CurrentNodeData; + if (NodesRuntimeInformation->Nodes.Num() == 0 || NodeStoppedAt != NodesRuntimeInformation->Nodes.Top()->Node) + { + CurrentNodeData = MakeShared(); + CurrentNodeData->Node = NodeStoppedAt; + CurrentNodeData->NodeName = NodeStoppedAt->GetNodeTitle(ENodeTitleType::Type::ListView); + CurrentNodeData->ScriptEntryTag = CurrentScriptEntryTag; + NodesRuntimeInformation->Nodes.Push(CurrentNodeData); + } + else + { + CurrentNodeData = NodesRuntimeInformation->Nodes.Top(); + } + + FCustomBlueprintPropertyInfo PinInstanceInfo; + for (auto GraphPin : NodeStoppedAt->Pins) + { + FKismetDebugUtilities::EWatchTextResult DebugResult = FKismetDebugUtilities::GetDebugInfo(PinInstanceInfo, Blueprint, (UObject*)Owner, GraphPin); + if (DebugResult != FKismetDebugUtilities::EWTR_Valid) + { + continue; + } + + TSharedPtr* Existing = CurrentNodeData->Properties.FindByPredicate([&GraphPin](TSharedPtr& PinInfo) { + return PinInfo->Pin == GraphPin; + }); + + if (!Existing) + { + CurrentNodeData->Properties.Add(MakeShared(GraphPin, PinInstanceInfo)); + } + else + { + (*Existing)->Property = PinInstanceInfo; + } + } +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h new file mode 100644 index 00000000..3e19a7db --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +DECLARE_LOG_CATEGORY_EXTERN(LogVisualStudioBlueprintDebuggerHelper, Log, All); + +class FVisualStudioBlueprintDebuggerHelper : public FDefaultModuleImpl +{ +private: + void OnScriptException(const UObject* Owner, const struct FFrame& Stack, const FBlueprintExceptionInfo& ExceptionInfo); + void OnEnterScriptContext(const struct FBlueprintContextTracker& Context, const UObject* SourceObject, const UFunction* Function); + void OnExitScriptContext(const struct FBlueprintContextTracker& Context); + + int32 CurrentScriptEntryTag; + +public: + void StartupModule() override; + void ShutdownModule() override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs new file mode 100644 index 00000000..260b324a --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs @@ -0,0 +1,31 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +using UnrealBuildTool; + +public class VisualStudioBlueprintDebuggerHelper: ModuleRules +{ + public VisualStudioBlueprintDebuggerHelper(ReadOnlyTargetRules Target) : base(Target) + { + OptimizeCode = CodeOptimization.Never; + PrivateDependencyModuleNames.AddRange(new string[] { + "Core", + "ApplicationCore", + "AssetRegistry", + "CoreUObject", + "Engine", + "Json", + "JsonUtilities", + "Kismet", + "UnrealEd", + "Slate", + "SlateCore", + "ToolMenus", + "EditorSubsystem", + "MainFrame", + "BlueprintGraph", + "VisualStudioDTE", + "EditorStyle", + "Projects" + }); + } +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp new file mode 100644 index 00000000..5eab4fec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp @@ -0,0 +1,113 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "BlueprintAssetHelpers.h" + +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "Engine/BlueprintCore.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "Engine/Engine.h" +#include "Engine/StreamableManager.h" +#include "Misc/ScopeExit.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +namespace AssetHelpers +{ +/* +* These helpers handle the usage of some APIs that were deprecated in 5.1 +* but the replacements are not available in older versions. +* Might be overridden by the `Build.cs` rules +*/ +#if FILTER_ASSETS_BY_CLASS_PATH + +void SetBlueprintClassFilter(FARFilter& InOutFilter) +{ + // UE5.1 deprecated the API to filter using class names + InOutFilter.ClassPaths.Add(UBlueprintCore::StaticClass()->GetClassPathName()); +} + +static FString GetObjectPathString(const FAssetData& InAssetData) +{ + // UE5.1 deprecated 'FAssetData::ObjectPath' in favor of 'FAssetData::GetObjectPathString()' + return InAssetData.GetObjectPathString(); +} + +#else // FILTER_ASSETS_BY_CLASS_PATH + +void SetBlueprintClassFilter(FARFilter& InOutFilter) +{ + InOutFilter.ClassNames.Add(UBlueprintCore::StaticClass()->GetFName()); +} + +static FString GetObjectPathString(const FAssetData& InAssetData) +{ + return InAssetData.ObjectPath.ToString(); +} + +#endif // FILTER_ASSETS_BY_CLASS_PATH + +void ForEachAsset( + const TArray& TargetAssets, + TFunctionRef Callback) +{ + // Show a simpler logging output. + // LogTimes are still useful to tell how long it takes to process each asset. + TGuardValue DisableLogVerbosity(GPrintLogVerbosity, false); + TGuardValue DisableLogCategory(GPrintLogCategory, false); + + // We're about to load the assets which might trigger a ton of log messages + // Temporarily suppress them during this stage. + GEngine->Exec(nullptr, TEXT("log LogVisualStudioTools only")); + ON_SCOPE_EXIT + { + GEngine->Exec(nullptr, TEXT("log reset")); + }; + + FStreamableManager AssetLoader; + + for (int32 Idx = 0; Idx < TargetAssets.Num(); Idx++) + { + const FAssetData AssetData = TargetAssets[Idx]; + FSoftClassPath GenClassPath = AssetData.GetTagValueRef(FBlueprintTags::GeneratedClassPath); + UE_LOG(LogVisualStudioTools, Display, TEXT("Processing blueprints [%d/%d]: %s"), Idx + 1, TargetAssets.Num(), *GenClassPath.ToString()); + + TSharedPtr Handle = AssetLoader.RequestSyncLoad(GenClassPath); + ON_SCOPE_EXIT + { + // We're done, notify an unload. + Handle->ReleaseHandle(); + }; + + if (!Handle.IsValid()) + { + UE_LOG(LogVisualStudioTools, Warning, TEXT("Failed to get a streamable handle for Blueprint. Skipping. GenClassPath: %s"), *GenClassPath.ToString()); + continue; + } + + if (auto BlueprintGeneratedClass = Cast(Handle->GetLoadedAsset())) + { + Callback(BlueprintGeneratedClass, AssetData); + } + else + { + // Log some extra information to help the user understand why the asset failed to load. + + FString ObjectPathString = AssetHelpers::GetObjectPathString(AssetData); + + FString Msg = !GenClassPath.ToString().Contains(ObjectPathString) + ? FString::Printf( + TEXT("ObjectPath is not compatible with GenClassPath, consider re-saving it to avoid future issues. { ObjectPath: %s, GenClassPath: %s }"), + *ObjectPathString, + *GenClassPath.ToString()) + : FString::Printf(TEXT("ClassPath: %s"), *GenClassPath.ToString()); + + UE_LOG(LogVisualStudioTools, Warning, TEXT("Failed to load Blueprint. Skipping. %s"), *Msg); + } + } +} + +} +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h new file mode 100644 index 00000000..02b5edde --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h @@ -0,0 +1,26 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" + +class UBlueprintGeneratedClass; + +namespace VisualStudioTools +{ +namespace AssetHelpers +{ +void SetBlueprintClassFilter(FARFilter& InOutFilter); + +/** +* Loads each blueprint asset and invokes the callback with the resulting blueprint generated class. +* Each iteration will load the asset using a FStreamableHandle and verify that is a valid blueprint +* before invoking the callback. +*/ +void ForEachAsset( + const TArray& TargetAssets, + TFunctionRef Callback); + +} // namespace AssetHelpers +} // namespace VisualStudioTools diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp new file mode 100644 index 00000000..4aeb0464 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp @@ -0,0 +1,248 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "BlueprintReferencesCommandlet.h" + +#include "Algo/Find.h" +#include "Algo/Transform.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "BlueprintAssetHelpers.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "FindInBlueprintManager.h" +#include "JsonObjectConverter.h" +#include "Misc/Paths.h" +#include "Misc/ScopeExit.h" +#include "Policies/CondensedJsonPrintPolicy.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +static FString StripClassPrefix(const FString& InClassName) +{ + if (InClassName.IsEmpty()) + { + return InClassName; + } + + size_t PrefixSize = 0; + + const TCHAR ClassPrefixChar = InClassName[0]; + switch (ClassPrefixChar) + { + case TEXT('I'): + case TEXT('A'): + case TEXT('U'): + // If it is a class prefix, check for deprecated class prefix also + if (InClassName.Len() > 12 && FCString::Strncmp(&(InClassName[1]), TEXT("DEPRECATED_"), 11) == 0) + { + PrefixSize = 12; + } + else + { + PrefixSize = 1; + } + break; + case TEXT('F'): + case TEXT('T'): + // Struct prefixes are also fine. + PrefixSize = 1; + break; + default: + PrefixSize = 0; + break; + } + + return InClassName.RightChop(PrefixSize); +} + +/** +* Retrieves the asset data matching the given FindInBlueprints query. +*/ +TArray SearchForCandidateAssets(const FString& SearchQuery) +{ + IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")).Get(); + AssetRegistry.SearchAllAssets(true); + + TArray OutItemsFound; + FStreamSearch StreamSearch(SearchQuery); + while (!StreamSearch.IsComplete()) + { + FFindInBlueprintSearchManager::Get().Tick(0.0); + } + + // Execute the search and get all the assets in the result. + StreamSearch.GetFilteredItems(OutItemsFound); + + + TArray OutTargetAssets; + Algo::Transform(OutItemsFound, OutTargetAssets, + [&](const FSearchResult& Item) + { + // The DisplayText property of the result contains the blueprint's object path + // Use that to find the respective asset in the registry +#if FILTER_ASSETS_BY_CLASS_PATH + return AssetRegistry.GetAssetByObjectPath(FSoftObjectPath(*Item->DisplayText.ToString())); +#else + return AssetRegistry.GetAssetByObjectPath(*Item->DisplayText.ToString()); +#endif // FILTER_ASSETS_BY_CLASS_PATH + }); + + return OutTargetAssets; +} + +/** +* Loads each blueprint asset and filters the collection to items which use the +* target UFunction in their call graph, matching the native class and function names. +*/ +TMap GetConfirmedAssets( + const FString& FunctionName, const FString& ClassNameWithoutPrefix, const TArray& InAssets) +{ + TMap OutResults; + + AssetHelpers::ForEachAsset(InAssets, + [&](UBlueprintGeneratedClass* BlueprintClassName, const FAssetData AssetData) + { + auto MatchingFunction = Algo::FindByPredicate(BlueprintClassName->CalledFunctions, + [&](const UFunction* Fn) + { + return Fn->HasAnyFunctionFlags(EFunctionFlags::FUNC_Native) + && Fn->GetName() == FunctionName + && Fn->GetOwnerClass()->GetName() == ClassNameWithoutPrefix; + }); + + if (MatchingFunction != nullptr) + { + OutResults.Add(BlueprintClassName->GetName(), AssetData); + } + }); + + return OutResults; +} +using JsonWriter = TJsonWriter>; + +static void SerializeBlueprintReference( + TSharedRef& Json, const FString& BlueprintClassName, const FAssetData& Asset) +{ + FString PackageFileName; + FString PackageFile; + FString PackageFilePath; + if (FPackageName::TryConvertLongPackageNameToFilename(Asset.GetPackage()->GetName(), PackageFileName) && + FPackageName::FindPackageFileWithoutExtension(PackageFileName, PackageFile)) + { + PackageFilePath = FPaths::ConvertRelativePathToFull(MoveTemp(PackageFile)); + } + + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), BlueprintClassName); + Json->WriteValue(TEXT("path"), PackageFilePath); + Json->WriteObjectEnd(); +} + +static void SerializeBlueprints( + TSharedRef& Json, const TMap& InAssets) +{ + Json->WriteIdentifierPrefix(TEXT("blueprints")); + Json->WriteArrayStart(); + + for (auto& Item : InAssets) + { + const FString& BlueprintClassName = Item.Key; + const FAssetData& Asset = Item.Value; + SerializeBlueprintReference(Json, BlueprintClassName, Asset); + } + + Json->WriteArrayEnd(); +} + +static void SerializeMetadata( + TSharedRef& Json, int TotalAssetCount) +{ + Json->WriteIdentifierPrefix(TEXT("metadata")); + Json->WriteObjectStart(); + { + Json->WriteValue(TEXT("asset_count"), TotalAssetCount); + } + Json->WriteObjectEnd(); +} + +static void SerializeResults( + const TMap& InAssets, + FArchive& OutArchive, + int TotalAssetCount) +{ + TSharedRef Json = JsonWriter::Create(&OutArchive); + Json->WriteObjectStart(); + + SerializeBlueprints(Json, InAssets); + SerializeMetadata(Json, TotalAssetCount); + + Json->WriteObjectEnd(); + Json->Close(); +} +} // namespace VisualStudioTools + +static constexpr auto SymbolParamVal = TEXT("symbol"); + +UVsBlueprintReferencesCommandlet::UVsBlueprintReferencesCommandlet() + : Super() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + + HelpParamNames.Add(SymbolParamVal); + HelpParamDescriptions.Add(TEXT("[Optional] Fully qualified symbol to search for in the blueprints.")); + + HelpUsage = TEXT(" -run=VsBlueprintReferences -output= -symbol= [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash]"); +} + +int32 UVsBlueprintReferencesCommandlet::Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) +{ + using namespace VisualStudioTools; + GIsRunning = true; // Required for the blueprint search to work. + + FString* ReferencesSymbol = ParamVals.Find(SymbolParamVal); + if (ReferencesSymbol->IsEmpty()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Missing required symbol parameter.")); + PrintHelp(); + return -1; + } + + FString FunctionName; + FString ClassNameNative; + if (!ReferencesSymbol->Split(TEXT("::"), &ClassNameNative, &FunctionName)) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Reference parameter should be in the qualified 'NativeClassName::MethodName' format.")); + PrintHelp(); + return -1; + } + + // Execute the search in two stages: + // 1. Use FindInBlueprints to get all candidate blueprints with calls to functions that match the requested symbol + // 2. Confirm the blueprints reference the requested function, by matching the target UFunction in their call graph. + // The first step acts as a filter to avoid loading too many blueprints to inspect their call graph. + // The second step is required because the FiB data does not always allow for searching with the function + // qualified with the owned class name, if the function is static. + + FString ClassNameWithoutPrefix = StripClassPrefix(ClassNameNative); + + // Create a FiB search query for function nodes where the native name matches the requested symbol + FString SearchValue = FString::Printf(TEXT("Nodes(\"Native Name\"=+%s & ClassName=K2Node_CallFunction)"), *FunctionName); + + UE_LOG(LogVisualStudioTools, Display, TEXT("Blueprint search query: %s"), *SearchValue); + + // Step 1: Execute the Fib search + TArray TargetAssets = SearchForCandidateAssets(SearchValue); + + // Step 2: Load the assets to confirm they are a match + TMap MatchAssets = GetConfirmedAssets(FunctionName, ClassNameWithoutPrefix, TargetAssets); + + // Finally, write the results back to the output + SerializeResults(MatchAssets, OutArchive, TargetAssets.Num()); + + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d blueprints."), MatchAssets.Num()); + return 0; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h new file mode 100644 index 00000000..a0b8b1ef --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h @@ -0,0 +1,25 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "CoreMinimal.h" +#include "VisualStudioToolsCommandletBase.h" + +#include "BlueprintReferencesCommandlet.generated.h" + +UCLASS() +class UVsBlueprintReferencesCommandlet + : public UVisualStudioToolsCommandletBase +{ + GENERATED_BODY() + +public: + UVsBlueprintReferencesCommandlet(); + + int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h new file mode 100644 index 00000000..46772f3b --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h @@ -0,0 +1,63 @@ +#pragma once + +#include "VisualStudioDTE.h" +#include + +class FSmartBSTR +{ +public: + FSmartBSTR() : data(nullptr) + { + } + + FSmartBSTR(const FSmartBSTR& Other) + { + if (Other.data) data = SysAllocString(Other.data); + else data = nullptr; + } + + FSmartBSTR(FSmartBSTR&& Other) + { + data = std::exchange(Other.data, nullptr); + } + + FSmartBSTR(const FString& Other) + { + data = SysAllocString(*Other); + } + + FSmartBSTR(const OLECHAR *Ptr) + { + if (Ptr) data = SysAllocString(Ptr); + else data = nullptr; + } + + ~FSmartBSTR() + { + if (data) SysFreeString(data); + } + + FSmartBSTR& operator=(const FSmartBSTR& Other) + { + if (this == &Other) return *this; + if (data) SysFreeString(data); + if (Other.data) data = SysAllocString(Other.data); + else data = nullptr; + return *this; + } + + FSmartBSTR& operator=(FSmartBSTR&& Other) + { + if (data) SysFreeString(data); + data = std::exchange(Other.data, nullptr); + return *this; + } + + BSTR operator*() const + { + return data; + } + +private: + BSTR data; +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp new file mode 100644 index 00000000..70a55f5f --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp @@ -0,0 +1,118 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VSServerCommandlet.h" +#include "VSTestAdapterCommandlet.h" + +#include "Windows/AllowWindowsPlatformTypes.h" + +#include "HAL/PlatformNamedPipe.h" +#include "Runtime/Core/Public/Async/TaskGraphInterfaces.h" +#include "Runtime/Core/Public/Containers/Ticker.h" +#include "Runtime/Engine/Classes/Engine/World.h" +#include "Runtime/Engine/Public/TimerManager.h" +#include "Runtime/Launch/Resources/Version.h" +#include "Runtime\CoreUObject\Public\UObject\UObjectGlobals.h" +#include +#include +#include +#include +#include +#include + +#include "Windows/HideWindowsPlatformTypes.h" + +#include "VisualStudioTools.h" + +static constexpr auto NamedPipeParam = TEXT("NamedPipe"); +static constexpr auto KillServerParam = TEXT("KillVSServer"); + +UVSServerCommandlet::UVSServerCommandlet() +{ + HelpDescription = TEXT("Commandlet for Unreal Engine server mode."); + HelpUsage = TEXT(" -run=VSServer [-stdout -multiprocess -silent -unattended -AllowStdOutLogVerbosity -NoShaderCompile]"); + + HelpParamNames.Add(NamedPipeParam); + HelpParamDescriptions.Add(TEXT("[Required] The name of the named pipe used to communicate with Visual Studio.")); + + HelpParamNames.Add(KillServerParam); + HelpParamDescriptions.Add(TEXT("[Optional] Quit the server mode commandlet immediately.")); +} + +void UVSServerCommandlet::ExecuteSubCommandlet(FString ueServerNamedPipe) +{ + char buffer[1024]; + DWORD dwRead; + std::string result = "0"; + + // Open the named pipe. + std::wstring pipeName = L"\\\\.\\pipe\\"; + pipeName.append(ueServerNamedPipe.GetCharArray().GetData()); + HANDLE HPipe = CreateFile(pipeName.c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL); + if (HPipe != INVALID_HANDLE_VALUE) + { + ConnectNamedPipe(HPipe, NULL); + DWORD dwState; + BOOL bSuccess = GetNamedPipeHandleState(HPipe, &dwState, NULL, NULL, NULL, NULL, 0); + if (bSuccess) + { + // Read data from the named pipe. + ReadFile(HPipe, buffer, sizeof(buffer) - 1, &dwRead, NULL); + buffer[dwRead] = '\0'; + std::string strSubCommandletParams(buffer, dwRead); + FString SubCommandletParams = FString(strSubCommandletParams.c_str()); + + // Determine which sub-commandlet to invoke, and write back result response. + if (SubCommandletParams.Contains("VSTestAdapter")) + { + UVSTestAdapterCommandlet *Commandlet = NewObject(); + try + { + int32 subCommandletResult = Commandlet->Main(SubCommandletParams); + } + catch (const std::exception &ex) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("Exception invoking VSTestAdapter commandlet: %s"), UTF8_TO_TCHAR(ex.what())); + result = "0"; + } + } + else if (SubCommandletParams.Contains("KillVSServer")) + { + // When KillVSServer is passed in, then kill the Unreal Editor process to end server mode. + exit(0); + } + else + { + // If cannot find which sub-commandlet to run, then return error. + result = "1"; + } + + WriteFile(HPipe, result.c_str(), result.size(), &dwRead, NULL); + } + } +} + +int32 UVSServerCommandlet::Main(const FString &ServerParams) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + ParseCommandLine(*ServerParams, Tokens, Switches, ParamVals); + if (ParamVals.Contains(NamedPipeParam)) + { + FString ueServerNamedPipe = ParamVals[NamedPipeParam]; + + // Infinite loop that listens to requests every second. + while (true) + { + std::this_thread::sleep_for(std::chrono::seconds(1)); + ExecuteSubCommandlet(ueServerNamedPipe); + } + } + else + { + UE_LOG(LogVisualStudioTools, Display, TEXT("Missing named pipe parameter.")); + } + + return 1; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h new file mode 100644 index 00000000..a8c7ef51 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" +#include + +#include +#include +#include + +#include "VSServerCommandlet.generated.h" + +UCLASS() +class UVSServerCommandlet + : public UCommandlet +{ + GENERATED_BODY() + +public: + UVSServerCommandlet(); + +public: + virtual int32 Main(const FString& Params) override; + +private: + void ExecuteSubCommandlet(FString ueServerNamedPipe); +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp new file mode 100644 index 00000000..493bfeec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp @@ -0,0 +1,288 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VSTestAdapterCommandlet.h" + +#include "Runtime/Core/Public/Async/TaskGraphInterfaces.h" +#include "Runtime/Core/Public/Containers/Ticker.h" +#include "Runtime/Launch/Resources/Version.h" +#include +#include + +#include "VisualStudioTools.h" + +static constexpr auto FiltersParam = TEXT("filters"); +static constexpr auto ListTestsParam = TEXT("listtests"); +static constexpr auto RunTestsParam = TEXT("runtests"); +static constexpr auto TestResultsFileParam = TEXT("testresultfile"); +static constexpr auto HelpParam = TEXT("help"); + +static void GetAllTests(TArray& OutTestList) +{ + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + Framework.GetValidTestNames(OutTestList); +} + +static void ReadTestsFromFile(const FString& InFile, TArray& OutTestList) +{ + TSet TestCommands; + + // Wrapping in an inner scope to ensure automatic destruction of InStream object without explicitly calling .close(). + { + std::wifstream InStream(*InFile); + if (!InStream.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *InFile); + return; + } + + std::wstring Line; + while (std::getline(InStream, Line)) + { + if (Line.length() > 0) + { + TestCommands.Add(FString(Line.c_str())); + } + } + } + + GetAllTests(OutTestList); + for (int32 Idx = OutTestList.Num() - 1; Idx >= 0; Idx--) + { + if (!TestCommands.Contains(OutTestList[Idx].GetTestName())) + { + OutTestList.RemoveAt(Idx); + } + } +} + +static int32 ListTests(const FString& TargetFile) +{ + std::wofstream OutFile(*TargetFile); + if (!OutFile.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *TargetFile); + return 1; + } + + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + + TArray TestInfos; + GetAllTests(TestInfos); + + for (const auto& TestInfo : TestInfos) + { + const FString TestCommand = TestInfo.GetTestName(); + const FString DisplayName = TestInfo.GetDisplayName(); + const FString SourceFile = TestInfo.GetSourceFile(); + const int32 Line = TestInfo.GetSourceFileLine(); + + OutFile << *TestCommand << TEXT("|") << *DisplayName << TEXT("|") << Line << TEXT("|") << *SourceFile << std::endl; + } + + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d tests"), TestInfos.Num()); + OutFile.close(); + + return 0; +} + +static int32 RunTests(const FString& TestListFile, const FString& ResultsFile) +{ + std::wofstream OutFile(*ResultsFile); + if (!OutFile.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *ResultsFile); + return 1; + } + + TArray TestInfos; + if (TestListFile.Equals(TEXT("All"), ESearchCase::IgnoreCase)) + { + GetAllTests(TestInfos); + } + else + { + ReadTestsFromFile(TestListFile, TestInfos); + } + + bool AllSuccessful = true; + + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + + for (const FAutomationTestInfo& TestInfo : TestInfos) + { + const FString TestCommand = TestInfo.GetTestName(); + const FString DisplayName = TestInfo.GetDisplayName(); + + UE_LOG(LogVisualStudioTools, Log, TEXT("Running %s"), *DisplayName); + + const int32 RoleIndex = 0; // always default to "local" role index. Only used for multi-participant tests + Framework.StartTestByName(TestCommand, RoleIndex); + + FDateTime Last = FDateTime::UtcNow(); + + while (!Framework.ExecuteLatentCommands()) + { + // Because we are not 'ticked' by the Engine we need to pump the TaskGraph + FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread); + + const FDateTime Now = FDateTime::UtcNow(); + const float Delta = static_cast((Now - Last).GetTotalSeconds()); + + // .. and the core FTicker +#if ENGINE_MAJOR_VERSION >= 5 + FTSTicker::GetCoreTicker().Tick(Delta); +#else + FTicker::GetCoreTicker().Tick(Delta); +#endif + + Last = Now; + } + + FAutomationTestExecutionInfo ExecutionInfo; + const bool CurrentTestSuccessful = Framework.StopTest(ExecutionInfo) && ExecutionInfo.GetErrorTotal() == 0; + AllSuccessful = AllSuccessful && CurrentTestSuccessful; + + const FString Result = CurrentTestSuccessful ? TEXT("OK") : TEXT("FAIL"); + + // [RUNTEST] is part of the protocol, so do not remove. + OutFile << TEXT("[RUNTEST]") << *TestCommand << TEXT("|") << *DisplayName << TEXT("|") << *Result << TEXT("|") << ExecutionInfo.Duration << std::endl; + + if (!CurrentTestSuccessful) + { + for (const auto& Entry : ExecutionInfo.GetEntries()) + { + if (Entry.Event.Type == EAutomationEventType::Error) + { + OutFile << *Entry.Event.Message << std::endl; + UE_LOG(LogVisualStudioTools, Error, TEXT("%s"), *Entry.Event.Message); + } + } + + UE_LOG(LogVisualStudioTools, Log, TEXT("Failed %s"), *DisplayName); + } + + OutFile.flush(); + } + + return AllSuccessful ? 0 : 1; +} + +UVSTestAdapterCommandlet::UVSTestAdapterCommandlet() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + HelpUsage = TEXT(" -run=VSTestAdapter [-stdout -multiprocess -silent -unattended -AllowStdOutLogVerbosity -NoShaderCompile]"); + + HelpParamNames.Add(ListTestsParam); + HelpParamDescriptions.Add(TEXT("[Required] The file path to write the test cases retrieved from FAutomationTestFramework")); + + HelpParamNames.Add(RunTestsParam); + HelpParamDescriptions.Add(TEXT("[Required] The test cases that will be sent to FAutomationTestFramework to run.")); + + HelpParamNames.Add(TestResultsFileParam); + HelpParamDescriptions.Add(TEXT("[Required] The output file from running test cases that we parse to retrieve test case results.")); + + HelpParamNames.Add(FiltersParam); + HelpParamDescriptions.Add(TEXT("[Optional] List of test filters to enable separated by '+'. Default is 'application+smoke+product+perf+stress+negative'")); + + HelpParamNames.Add(HelpParam); + HelpParamDescriptions.Add(TEXT("[Optional] Print this help message and quit the commandlet immediately.")); +} + +void UVSTestAdapterCommandlet::PrintHelp() const +{ + UE_LOG(LogVisualStudioTools, Display, TEXT("%s"), *HelpDescription); + UE_LOG(LogVisualStudioTools, Display, TEXT("Usage: %s"), *HelpUsage); + UE_LOG(LogVisualStudioTools, Display, TEXT("Parameters:")); + for (int32 Idx = 0; Idx < HelpParamNames.Num(); ++Idx) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("\t-%s: %s"), *HelpParamNames[Idx], *HelpParamDescriptions[Idx]); + } +} + +int32 UVSTestAdapterCommandlet::Main(const FString& Params) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + // Functionality for Unreal Engine Test Adapter. + ParseCommandLine(*Params, Tokens, Switches, ParamVals); + if (ParamVals.Contains(HelpParam)) + { + PrintHelp(); + return 0; + } + + // Default to all the test filters. + auto filter = EAutomationTestFlags::ProductFilter | EAutomationTestFlags::SmokeFilter | EAutomationTestFlags::PerfFilter | EAutomationTestFlags::EngineFilter; + if (ParamVals.Contains(FiltersParam)) + { + FString filters = ParamVals[FiltersParam]; + if (filters.Contains("smoke")) + { + filter |= EAutomationTestFlags::SmokeFilter; + } + else + { + filter &= ~EAutomationTestFlags::SmokeFilter; + } + + if (filters.Contains("engine")) + { + filter |= EAutomationTestFlags::EngineFilter; + } + else + { + filter &= ~EAutomationTestFlags::EngineFilter; + } + + if (filters.Contains("product")) + { + filter |= EAutomationTestFlags::ProductFilter; + } + else + { + filter &= ~EAutomationTestFlags::ProductFilter; + } + + if (filters.Contains("perf")) + { + filter |= EAutomationTestFlags::PerfFilter; + } + else + { + filter &= ~EAutomationTestFlags::PerfFilter; + } + + if (filters.Contains("stress")) + { + filter |= EAutomationTestFlags::StressFilter; + } + else + { + filter &= ~EAutomationTestFlags::StressFilter; + } + + if (filters.Contains("negative")) + { + filter |= EAutomationTestFlags::NegativeFilter; + } + else + { + filter &= ~EAutomationTestFlags::NegativeFilter; + } + } + + FAutomationTestFramework::GetInstance().SetRequestedTestFilter(filter); + if (ParamVals.Contains(ListTestsParam)) + { + return ListTests(ParamVals[ListTestsParam]); + } + else if (ParamVals.Contains(RunTestsParam) && ParamVals.Contains(TestResultsFileParam)) + { + return RunTests(ParamVals[RunTestsParam], ParamVals[TestResultsFileParam]); + } + + PrintHelp(); + return 1; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h new file mode 100644 index 00000000..299b763c --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h @@ -0,0 +1,28 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" + +#include +#include +#include + +#include "VSTestAdapterCommandlet.generated.h" + +UCLASS() +class UVSTestAdapterCommandlet + : public UCommandlet +{ + GENERATED_BODY() + +public: + UVSTestAdapterCommandlet(); + +public: + virtual int32 Main(const FString &Params) override; + +private: + void PrintHelp() const; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp new file mode 100644 index 00000000..0c59e554 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp @@ -0,0 +1,19 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "VisualStudioTools.h" + +#include "Modules/ModuleInterface.h" +#include "Modules/ModuleManager.h" + +DEFINE_LOG_CATEGORY(LogVisualStudioTools); + +class FVisualStudioToolsModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override {} + virtual void ShutdownModule() override {} +}; + +IMPLEMENT_MODULE(FVisualStudioToolsModule, VisualStudioTools) diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp new file mode 100644 index 00000000..9062eac7 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp @@ -0,0 +1,576 @@ +#include "VisualStudioToolsBlueprintBreakpointExtension.h" +#include "FSmartBSTR.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#if ENGINE_MAJOR_VERSION < 5 +#include +#include +#endif + +DEFINE_LOG_CATEGORY(LogUVisualStudioToolsBlueprintBreakpointExtension); + +static const FName GraphEditorModuleName(TEXT("GraphEditor")); + +void UVisualStudioToolsBlueprintBreakpointExtension::Initialize(FSubsystemCollectionBase& Collection) +{ + FGraphEditorModule& GraphEditorModule = FModuleManager::LoadModuleChecked(GraphEditorModuleName); + GraphEditorModule.GetAllGraphEditorContextMenuExtender().Add( + FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode::CreateUObject(this, &ThisClass::HandleOnExtendGraphEditorContextMenu)); +} + +void UVisualStudioToolsBlueprintBreakpointExtension::Deinitialize() +{ + FGraphEditorModule* GraphEditorModule = FModuleManager::GetModulePtr(GraphEditorModuleName); + if (!GraphEditorModule) + { + return; + } + + GraphEditorModule->GetAllGraphEditorContextMenuExtender().RemoveAll( + [](const FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode& Delegate) { + FName LocalFunction = GET_FUNCTION_NAME_CHECKED(ThisClass, HandleOnExtendGraphEditorContextMenu); + return Delegate.TryGetBoundFunctionName() == LocalFunction; + }); +} + +TSharedRef UVisualStudioToolsBlueprintBreakpointExtension::HandleOnExtendGraphEditorContextMenu( + const TSharedRef CommandList, + const UEdGraph* Graph, + const UEdGraphNode* Node, + const UEdGraphPin* Pin, + bool /* bIsConst */) +{ + TSharedRef Extender = MakeShared(); + if (!CanAddVisualStudioBreakpoint(Node, nullptr, nullptr)) + { + return Extender; + } + + const FName ExtensionHook(TEXT("EdGraphSchemaNodeActions")); + Extender->AddMenuExtension( + ExtensionHook, + EExtensionHook::After, + CommandList, + FMenuExtensionDelegate::CreateUObject(this, &ThisClass::AddVisualStudioBlueprintBreakpointMenuOption, Node)); + + return Extender; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AddVisualStudioBlueprintBreakpointMenuOption(FMenuBuilder& MenuBuilder, const UEdGraphNode *Node) +{ + MenuBuilder.BeginSection(TEXT("VisualStudioTools"), FText::FromString("Visual Studio Tools")); + MenuBuilder.AddMenuEntry( + FText::FromString("Set breakpoint in Visual Studio"), + FText::FromString("This will set a breakpoint in Visual Studio so the native debugger can break the execution"), + FSlateIcon(), + FUIAction(FExecuteAction::CreateUObject(this, &ThisClass::AddVisualStudioBreakpoint, Node))); + MenuBuilder.EndSection(); +} + +FString UVisualStudioToolsBlueprintBreakpointExtension::GetProjectPath(const FString &ProjectDir) +{ + FString ProjectPath; + if (!FFileHelper::LoadFileToString(ProjectPath, *(FPaths::EngineIntermediateDir() / TEXT("ProjectFiles") / TEXT("PrimaryProjectPath.txt")))) + { + const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject(); + + if ((CurrentProject == nullptr || CurrentProject->Modules.Num() == 0) || !FUProjectDictionary::GetDefault().IsForeignProject(ProjectDir)) + { + ProjectPath = FPaths::RootDir() / TEXT("UE5"); + } + else + { + const FString BaseName = FApp::HasProjectName() ? FApp::GetProjectName() : FPaths::GetBaseFilename(ProjectDir); + ProjectPath = ProjectDir / BaseName; + } + } + + ProjectPath = ProjectPath + TEXT(".sln"); + + FPaths::NormalizeFilename(ProjectPath); + + return ProjectPath; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetRunningVisualStudioDTE(TComPtr& OutDTE) +{ + IRunningObjectTable* RunningObjectTable; + bool bResult = false; + FString ProjectDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()); + FPaths::NormalizeDirectoryName(ProjectDir); + FString SolutionPath = GetProjectPath(ProjectDir); + + if (SUCCEEDED(GetRunningObjectTable(0, &RunningObjectTable)) && RunningObjectTable) + { + IEnumMoniker* MonikersTable; + if (SUCCEEDED(RunningObjectTable->EnumRunning(&MonikersTable))) + { + MonikersTable->Reset(); + + // Look for all visual studio instances in the ROT + IMoniker* CurrentMoniker; + while (MonikersTable->Next(1, &CurrentMoniker, NULL) == S_OK) + { + IBindCtx* BindContext; + LPOLESTR OutName; + if (SUCCEEDED(CreateBindCtx(0, &BindContext)) && SUCCEEDED(CurrentMoniker->GetDisplayName(BindContext, NULL, &OutName))) + { + TComPtr ComObject; + if (SUCCEEDED(RunningObjectTable->GetObject(CurrentMoniker, &ComObject))) + { + TComPtr TempDTE; + if (SUCCEEDED(TempDTE.FromQueryInterface(__uuidof(EnvDTE::_DTE), ComObject))) + { + TComPtr Solution; + BSTR OutPath = nullptr; + if (SUCCEEDED(TempDTE->get_Solution(&Solution)) && + SUCCEEDED(Solution->get_FullName(&OutPath))) + { + FString Filename(OutPath); + FPaths::NormalizeFilename(Filename); + if (Filename == SolutionPath || Filename == ProjectDir) + { + OutDTE = TempDTE; + bResult = true; + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get solution from DTE")); + } + + SysFreeString(OutPath); + } + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get display name for moniker")); + } + BindContext->Release(); + CurrentMoniker->Release(); + if (bResult) break; + } + MonikersTable->Release(); + RunningObjectTable->Release(); + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not enumerate Running Object Table")); + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get Running Object Table")); + } + + return bResult; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::CanAddVisualStudioBreakpoint(const UEdGraphNode* Node, UClass **OutOwnerClass, UFunction **OutFunction) +{ + const UK2Node_CallFunction* K2Node = Cast(Node); + if (!K2Node) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Node is not a UK2Node_CallFunction")); + return false; + } + + UFunction* Function = K2Node->GetTargetFunction(); + if (!Function || !Function->IsNative()) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Function is not native")); + return false; + } + + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Trying to get function definition for %s"), *Function->GetName()); + + UClass* OwnerClass = Function->GetOwnerClass(); + if (!OwnerClass->HasAllClassFlags(CLASS_Native)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Owning class is not native")); + return false; + } + + if (OutOwnerClass) *OutOwnerClass = OwnerClass; + if (OutFunction) *OutFunction = Function; + return true; +} + +#if ENGINE_MAJOR_VERSION < 5 + +#define PRINT_PLATFORM_ERROR_MSG(_TXT) \ + do { \ + TCHAR _ErrorBuffer[MAX_SPRINTF] = { 0 }; \ + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("" #_TXT ": [%s]"), \ + FPlatformMisc::GetSystemErrorMessage(_ErrorBuffer, MAX_SPRINTF, 0)); \ + } while (0) + +bool UVisualStudioToolsBlueprintBreakpointExtension::PreloadModule(HANDLE ProcessHandle, HMODULE ModuleHandle, const FString& RemoteStorage) +{ + int32 ErrorCode = 0; + MODULEINFO ModuleInfo = { 0 }; + WCHAR ModuleName[FProgramCounterSymbolInfo::MAX_NAME_LENGTH] = { 0 }; + WCHAR ImageName[FProgramCounterSymbolInfo::MAX_NAME_LENGTH] = { 0 }; +#if PLATFORM_64BITS + static_assert(sizeof(MODULEINFO) == 24, "Broken alignment for 64bit Windows include."); +#else + static_assert(sizeof(MODULEINFO) == 12, "Broken alignment for 32bit Windows include."); +#endif + + if (!GetModuleInformation(ProcessHandle, ModuleHandle, &ModuleInfo, sizeof(ModuleInfo))) + { + PRINT_PLATFORM_ERROR_MSG("Could not read GetModuleInformation"); + return false; + } + + IMAGEHLP_MODULE64 ImageHelpModule = { 0 }; + ImageHelpModule.SizeOfStruct = sizeof(ImageHelpModule); + if (!SymGetModuleInfo64(ProcessHandle, (DWORD64)ModuleInfo.EntryPoint, &ImageHelpModule)) + { + PRINT_PLATFORM_ERROR_MSG("Could not SymGetModuleInfo64 from module"); + return false; + } + + if (ImageHelpModule.SymType != SymDeferred && ImageHelpModule.SymType != SymNone) + { + return true; + } + + if (!GetModuleFileNameExW(ProcessHandle, ModuleHandle, ImageName, 1024)) + { + PRINT_PLATFORM_ERROR_MSG("Could not GetModuleFileNameExW"); + return false; + } + + if (!GetModuleBaseNameW(ProcessHandle, ModuleHandle, ModuleName, 1024)) + { + PRINT_PLATFORM_ERROR_MSG("Could not GetModuleBaseNameW"); + return false; + } + + WCHAR SearchPath[MAX_PATH] = { 0 }; + WCHAR* FileName = NULL; + const auto Result = GetFullPathNameW(ImageName, MAX_PATH, SearchPath, &FileName); + + FString SearchPathList; + if (Result != 0 && Result < MAX_PATH) + { + *FileName = 0; + SearchPathList = SearchPath; + } + + if (!RemoteStorage.IsEmpty()) + { + if (!SearchPathList.IsEmpty()) + { + SearchPathList.AppendChar(TEXT(';')); + } + SearchPathList.Append(RemoteStorage); + } + + if (!SymSetSearchPathW(ProcessHandle, *SearchPathList)) + { + PRINT_PLATFORM_ERROR_MSG("Could not SymSetSearchPathW"); + return false; + } + + const DWORD64 BaseAddress = SymLoadModuleExW( + ProcessHandle, + ModuleHandle, + ImageName, + ModuleName, + (DWORD64)ModuleInfo.lpBaseOfDll, + ModuleInfo.SizeOfImage, + NULL, + 0); + if (!BaseAddress) + { + PRINT_PLATFORM_ERROR_MSG("Could not load the module"); + return false; + } + + return true; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetFunctionDefinitionLocation(const FString& FunctionSymbolName, const FString& FunctionModuleName, FString& SourceFilePath, uint32& SourceLineNumber) +{ + const HANDLE ProcessHandle = GetCurrentProcess(); + HMODULE ModuleHandle = GetModuleHandle(*FunctionModuleName); + if (!ModuleHandle || !PreloadModule(ProcessHandle, ModuleHandle, FPlatformStackWalk::GetDownstreamStorage())) + { + return false; + } + + ANSICHAR SymbolInfoBuffer[sizeof(IMAGEHLP_SYMBOL64) + MAX_SYM_NAME]; + PIMAGEHLP_SYMBOL64 SymbolInfoPtr = reinterpret_cast(SymbolInfoBuffer); + SymbolInfoPtr->SizeOfStruct = sizeof(SymbolInfoBuffer); + SymbolInfoPtr->MaxNameLength = MAX_SYM_NAME; + + FString FullyQualifiedSymbolName = FunctionSymbolName; + if (!FunctionModuleName.IsEmpty()) + { + FullyQualifiedSymbolName = FString::Printf(TEXT("%s!%s"), *FunctionModuleName, *FunctionSymbolName); + } + + if (!SymGetSymFromName64(ProcessHandle, TCHAR_TO_ANSI(*FullyQualifiedSymbolName), SymbolInfoPtr)) + { + PRINT_PLATFORM_ERROR_MSG("Could not load module symbol information"); + return false; + } + + IMAGEHLP_LINE64 FileAndLineInfo; + FileAndLineInfo.SizeOfStruct = sizeof(FileAndLineInfo); + + uint32 SourceColumnNumber = 0; + if (!SymGetLineFromAddr64(ProcessHandle, SymbolInfoPtr->Address, (::DWORD*)&SourceColumnNumber, &FileAndLineInfo)) + { + PRINT_PLATFORM_ERROR_MSG("Could not query module file and line number"); + return false; + } + + SourceLineNumber = FileAndLineInfo.LineNumber; + SourceFilePath = FString((const ANSICHAR*)(FileAndLineInfo.FileName)); + return true; +} + +#endif + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetFunctionDefinitionLocation(const UEdGraphNode* Node, FString& SourceFilePath, FString& SymbolName, uint32& SourceLineNumber) +{ + UClass* OwningClass; + UFunction* Function; + if (!CanAddVisualStudioBreakpoint(Node, &OwningClass, &Function)) + { + return false; + } + + FString ModuleName; + + // Find module name for class + if (!FSourceCodeNavigation::FindClassModuleName(OwningClass, ModuleName)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to find module name for class")); + return false; + } + + SymbolName = FString::Printf( + TEXT("%s%s::%s"), + OwningClass->GetPrefixCPP(), + *OwningClass->GetName(), + *Function->GetName()); + + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Symbol %s is defined in module %s"), *SymbolName, *ModuleName); + +#if ENGINE_MAJOR_VERSION >= 5 + uint32 SourceColumnNumber = 0; + return FPlatformStackWalk::GetFunctionDefinitionLocation( + SymbolName, + ModuleName, + SourceFilePath, + SourceLineNumber, + SourceColumnNumber); +#else + return GetFunctionDefinitionLocation(SymbolName, ModuleName, SourceFilePath, SourceLineNumber); +#endif +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetProcessById(const TComPtr& Processes, DWORD CurrentProcessId, TComPtr& OutProcess) +{ + long Count = 0; + if (FAILED(Processes->get_Count(&Count))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get the process count")); + return false; + } + + TComPtr Process; + for (long i = 1; i <= Count; i++) + { + VARIANT Index; + Index.vt = VT_I4; + Index.lVal = i; + if (SUCCEEDED(Processes->Item(Index, &Process))) + { + long PID = 0; + if (SUCCEEDED(Process->get_ProcessID(&PID)) && CurrentProcessId == PID) + { + OutProcess = Process; + return true; + } + + Process.Reset(); + } + } + + return true; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AttachDebuggerIfNecessary(const TComPtr& Debugger) +{ + TComPtr Processes; + if (FAILED(Debugger->get_DebuggedProcesses(&Processes))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get debugging proccess")); + return; + } + + TComPtr Process; + DWORD CurrentProcessId = GetCurrentProcessId(); + if (!GetProcessById(Processes, CurrentProcessId, Process)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to check if UE is already in debug mode")); + return; + } + + // currently debugging this process + if (Process.Get() != nullptr) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Already debugging UE.")); + return; + } + + Processes.Reset(); + if (FAILED(Debugger->get_LocalProcesses(&Processes))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to attach to process")); + return; + } + + Process.Reset(); + if (!GetProcessById(Processes, CurrentProcessId, Process)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get all process")); + return; + } + + if (Process.Get() == nullptr) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("No UE proccess running.")); + return; + } + + if (FAILED(Process->Attach())) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to attach to process")); + } +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::SetVisualStudioBreakpoint(const UEdGraphNode* Node, const FString& SourceFilePath, const FString& SymbolName, uint32 SourceLineNumber) +{ + TComPtr DTE; + bool bBreakpointAdded = false; + if (!GetRunningVisualStudioDTE(DTE)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to access Visual Studio via DTE")); + return bBreakpointAdded; + } + + TComPtr Debugger; + TComPtr Breakpoints; + if (SUCCEEDED(DTE->get_Debugger(&Debugger)) && SUCCEEDED(Debugger->get_Breakpoints(&Breakpoints))) + { + FSmartBSTR BSTREmptyStr; + FSmartBSTR BSTRFilePath(SourceFilePath); + HRESULT Result = Breakpoints->Add( + *BSTREmptyStr, + *BSTRFilePath, + SourceLineNumber, + 1, + *BSTREmptyStr, + EnvDTE::dbgBreakpointConditionType::dbgBreakpointConditionTypeWhenTrue, + *BSTREmptyStr, + *BSTREmptyStr, + 0, + *BSTREmptyStr, + 0, + EnvDTE::dbgHitCountType::dbgHitCountTypeNone, + &Breakpoints); + + if (FAILED(Result)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to add breakpoint")); + } + else + { + bBreakpointAdded = true; + AttachDebuggerIfNecessary(Debugger); + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Breakpoint set for %s"), *SymbolName); + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get debugger or breakpoints")); + } + + return bBreakpointAdded; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AddVisualStudioBreakpoint(const UEdGraphNode* Node) +{ + FWindowsPlatformMisc::CoInitialize(); + FPlatformStackWalk::InitStackWalking(); + FString SourceFilePath; + FString SymbolName; + uint32 SourceLineNumber; + bool bBreakpointAdded = false; + + if (GetFunctionDefinitionLocation(Node, SourceFilePath, SymbolName, SourceLineNumber)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Method defined in %s at line %d"), *SourceFilePath, SourceLineNumber); + bBreakpointAdded = SetVisualStudioBreakpoint(Node, SourceFilePath, SymbolName, SourceLineNumber); + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get function definition location")); + } + + ShowOperationResultNotification(bBreakpointAdded, SymbolName); + FWindowsPlatformMisc::CoUninitialize(); +} + +void UVisualStudioToolsBlueprintBreakpointExtension::ShowOperationResultNotification(bool bBreakpointAdded, const FString &SymbolName) +{ + FNotificationInfo Info(bBreakpointAdded ? FText::FromString(FString::Printf(TEXT("Breakpoint added at %s"), *SymbolName)) : FText::FromString("Could not add Breakpoint in Visual Studio")); +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1 + Info.Image = FAppStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode")); +#else + Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode")); +#endif + Info.FadeInDuration = 0.1f; + Info.FadeOutDuration = 0.5f; + Info.ExpireDuration = 3.0f; + Info.bUseThrobber = false; + Info.bUseSuccessFailIcons = true; + Info.bUseLargeFont = true; + Info.bFireAndForget = false; + Info.bAllowThrottleWhenFrameRateIsLow = false; + Info.WidthOverride = 400.0f; + TSharedPtr NotificationItem = FSlateNotificationManager::Get().AddNotification(Info); + NotificationItem->SetCompletionState(bBreakpointAdded ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail); + NotificationItem->ExpireAndFadeout(); +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h new file mode 100644 index 00000000..4e602347 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h @@ -0,0 +1,64 @@ +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include "VisualStudioToolsBlueprintBreakpointExtension.generated.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, All); + +UCLASS() +class UVisualStudioToolsBlueprintBreakpointExtension : public UEditorSubsystem +{ + GENERATED_BODY() + +public: + DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnNodeMenuExtensionHookRequestDelegate, const UEdGraphNode*, const UEdGraph*, TSet&); + + void Initialize(FSubsystemCollectionBase& Collection) override; + void Deinitialize() override; + + FOnNodeMenuExtensionHookRequestDelegate& OnNodeMenuExtensionHookRequest() { return OnNodeMenuExtensionHookRequestDelegate; } + +private: + FOnNodeMenuExtensionHookRequestDelegate OnNodeMenuExtensionHookRequestDelegate; + + TSharedRef HandleOnExtendGraphEditorContextMenu( + const TSharedRef CommandList, + const UEdGraph* Graph, + const UEdGraphNode* Node, + const UEdGraphPin* Pin, + bool bIsConst); + + void AddVisualStudioBlueprintBreakpointMenuOption(FMenuBuilder& MenuBuilder, const UEdGraphNode* node); + + void AddVisualStudioBreakpoint(const UEdGraphNode* Node); + + bool GetFunctionDefinitionLocation(const UEdGraphNode* Node, FString& SourceFilePath, FString& SymbolName, uint32& SourceLineNumber); + + bool SetVisualStudioBreakpoint(const UEdGraphNode* Node, const FString& SourceFilePath, const FString& SymbolName, uint32 SourceLineNumber); + + bool CanAddVisualStudioBreakpoint(const UEdGraphNode* Node, UClass** OutOwnerClass, UFunction** OutFunction); + + void ShowOperationResultNotification(bool bBreakpointAdded, const FString& SymbolName); + + FString GetProjectPath(const FString& ProjectDir); + + bool GetRunningVisualStudioDTE(TComPtr& OutDTE); + + void AttachDebuggerIfNecessary(const TComPtr& Debugger); + + bool GetProcessById(const TComPtr& Processes, DWORD CurrentProcessId, TComPtr& OutProcess); + +#if ENGINE_MAJOR_VERSION < 5 + bool PreloadModule(HANDLE ProcessHandle, HMODULE ModuleHandle, const FString& RemoteStorage); + + bool GetFunctionDefinitionLocation(const FString& FunctionSymbolName, const FString& FunctionModuleName, FString& SourceFilePath, uint32& SourceLineNumber); +#endif +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp new file mode 100644 index 00000000..b3d367ec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp @@ -0,0 +1,492 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VisualStudioToolsCommandlet.h" + +#include "Algo/Transform.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "BlueprintAssetHelpers.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "JsonObjectConverter.h" +#include "Misc/Paths.h" +#include "Misc/ScopeExit.h" +#include "Policies/CondensedJsonPrintPolicy.h" +#include "SourceCodeNavigation.h" +#include "UObject/CoreRedirects.h" +#include "UObject/UObjectIterator.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +static const FName CategoryFName = TEXT("Category"); +static const FName ModuleNameFName = TEXT("ModuleName"); + +static TArray GetChangedPropertiesList( + UStruct* InStruct, const uint8* DataPtr, const uint8* DefaultDataPtr) +{ + TArray Result; + + const UClass* OwnerClass = Cast(InStruct); + + // Walk only in the properties defined in the current class, the super classes are processed individually + for (TFieldIterator It(OwnerClass, EFieldIteratorFlags::ExcludeSuper); It; ++It) + { + FProperty* Property = *It; + for (int32 Idx = 0; Idx < Property->ArrayDim; Idx++) + { + const uint8* PropertyValue = Property->ContainerPtrToValuePtr(DataPtr, Idx); + const uint8* DefaultPropertyValue = Property->ContainerPtrToValuePtrForDefaults(InStruct, DefaultDataPtr, Idx); + + if (!Property->Identical(PropertyValue, DefaultPropertyValue)) + { + Result.Add(Property); + break; + } + } + } + + return Result; +} + +static bool FindBlueprintNativeParents( + const UClass* BlueprintGeneratedClass, TFunctionRef Callback) +{ + bool bAnyNativeParent = false; + for (UClass* Super = BlueprintGeneratedClass->GetSuperClass(); Super; Super = Super->GetSuperClass()) + { + // Ignore the root `UObject` class and non-native parents. + if (Super->HasAnyClassFlags(CLASS_Native) && Super->GetFName() != NAME_Object) + { + bAnyNativeParent = true; + Callback(Super); + } + } + + return bAnyNativeParent; +} + +struct FPropertyEntry +{ + FProperty* Property; + TArray Blueprints; +}; + +struct FFunctionEntry +{ + UFunction* Function; + TArray Blueprints; +}; + +struct FClassEntry +{ + const UClass* Class; + TArray Blueprints; + TMap Properties; + TMap Functions; +}; + +using ClassMap = TMap; + +struct FAssetIndex +{ + TSet AssetPathCache; + ClassMap Classes; + TArray Blueprints; + + void ProcessBlueprint(const UBlueprintGeneratedClass* BlueprintGeneratedClass) + { + if (BlueprintGeneratedClass == nullptr) + { + return; + } + + int32 BlueprintIndex = Blueprints.Num(); + + bool bHasAnyParent = FindBlueprintNativeParents(BlueprintGeneratedClass, [&](UClass* Parent) + { + FString ParentName = Parent->GetFName().ToString(); + if (!Classes.Contains(ParentName)) + { + Classes.Add(ParentName).Class = Parent; + } + + FClassEntry& ClassEntry = Classes[ParentName]; + + ClassEntry.Blueprints.Add(BlueprintIndex); + + // Retrieve the properties from the parent class that changed in the Blueprint class, by comparing their CDOs. + UObject* GeneratedClassDefault = BlueprintGeneratedClass->ClassDefaultObject; + UObject* SuperClassDefault = Parent->GetDefaultObject(false); + TArray ChangedProperties = GetChangedPropertiesList(Parent, (uint8*)GeneratedClassDefault, (uint8*)SuperClassDefault); + + for (FProperty* Property : ChangedProperties) + { + FString PropertyName = Property->GetFName().ToString(); + if (!ClassEntry.Properties.Contains(PropertyName)) + { + ClassEntry.Properties.Add(PropertyName).Property = Property; + } + + FPropertyEntry& PropEntry = ClassEntry.Properties[PropertyName]; + PropEntry.Blueprints.Add(BlueprintIndex); + } + + // Iterate over the functions originally from the parent class + // and check if they are implemented in the BP class as well. + for (TFieldIterator It(Parent, EFieldIteratorFlags::ExcludeSuper); It; ++It) + { + UFunction* Fn = BlueprintGeneratedClass->FindFunctionByName((*It)->GetFName(), EIncludeSuperFlag::ExcludeSuper); + // If the function not present in the BP class directly, it means it was implemented. Otherwise, ignore. + if (!Fn) + { + continue; + } + + FString FnName = Fn->GetFName().ToString(); + if (!ClassEntry.Functions.Contains(FnName)) + { + ClassEntry.Functions.Add(FnName).Function = Fn; + } + + FFunctionEntry& FuncEntry = ClassEntry.Functions[FnName]; + FuncEntry.Blueprints.Add(BlueprintIndex); + } + }); + + if (bHasAnyParent) + { + check(Blueprints.Add(BlueprintGeneratedClass) == BlueprintIndex); + } + + return; + } +}; + +using JsonWriter = TJsonWriter>; + +static bool ShouldSerializePropertyValue(FProperty* Property) +{ + if (Property->ArrayDim > 1) // Skip properties that are not scalars + { + return false; + } + + if (FEnumProperty* EnumProperty = CastField(Property)) + { + return true; + } + + if (FNumericProperty* NumericProperty = CastField(Property)) + { + UEnum* EnumDef = NumericProperty->GetIntPropertyEnum(); + if (EnumDef != NULL) + { + return true; + } + + if (NumericProperty->IsFloatingPoint()) + { + return true; + } + + if (NumericProperty->IsInteger()) + { + return true; + } + } + + if (FBoolProperty* BoolProperty = CastField(Property)) + { + return true; + } + + if (FStrProperty* StringProperty = CastField(Property)) + { + return true; + } + + return false; +} + +static void SerializeBlueprints(TSharedRef& Json, TArray Items) +{ + Json->WriteArrayStart(); + for (const UClass* Blueprint : Items) + { + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("name"), Blueprint->GetName()); + Json->WriteValue(TEXT("path"), Blueprint->GetPathName()); + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeProperties(TSharedRef& Json, FClassEntry& Entry, TArray& Blueprints) +{ + Json->WriteArrayStart(); + for (auto& Item : Entry.Properties) + { + auto& PropName = Item.Key; + auto& PropEntry = Item.Value; + FProperty* Property = PropEntry.Property; + + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("name"), PropName); + + Json->WriteIdentifierPrefix(TEXT("metadata")); + { + Json->WriteObjectStart(); + if (Property->HasMetaData(CategoryFName)) + { + Json->WriteValue(TEXT("categories"), Property->GetMetaData(CategoryFName)); + } + Json->WriteObjectEnd(); + } + + Json->WriteIdentifierPrefix(TEXT("values")); + { + Json->WriteArrayStart(); + for (auto& BlueprintEntry : PropEntry.Blueprints) + { + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("blueprint"), BlueprintEntry); + + UObject* GeneratedClassDefault = Blueprints[BlueprintEntry]->ClassDefaultObject; + const uint8* PropData = PropEntry.Property->ContainerPtrToValuePtr(GeneratedClassDefault); + + if (ShouldSerializePropertyValue(PropEntry.Property)) + { + TSharedPtr JsonValue = FJsonObjectConverter::UPropertyToJsonValue(Property, PropData); + FJsonSerializer::Serialize(JsonValue.ToSharedRef(), TEXT("value"), Json); + } + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); + } + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeFunctions(TSharedRef& Json, FClassEntry& Entry) +{ + Json->WriteArrayStart(); + for (auto& Item : Entry.Functions) + { + auto& Name = Item.Key; + auto& FnEntry = Item.Value; + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), Name); + Json->WriteValue(TEXT("blueprints"), FnEntry.Blueprints); + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeClasses(TSharedRef& Json, ClassMap& Items, TArray Blueprints) +{ + Json->WriteArrayStart(); + for (auto& Item : Items) + { + auto& ClassName = Item.Key; + auto& Entry = Item.Value; + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), FString::Printf(TEXT("%s%s"), Entry.Class->GetPrefixCPP(), *Entry.Class->GetName())); + + Json->WriteValue(TEXT("blueprints"), Entry.Blueprints); + + Json->WriteIdentifierPrefix(TEXT("properties")); + SerializeProperties(Json, Entry, Blueprints); + + Json->WriteIdentifierPrefix(TEXT("functions")); + SerializeFunctions(Json, Entry); + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeToIndex(FAssetIndex Index, FArchive& IndexFile) +{ + TSharedRef Json = JsonWriter::Create(&IndexFile); + + Json->WriteObjectStart(); + + Json->WriteIdentifierPrefix(TEXT("blueprints")); + SerializeBlueprints(Json, Index.Blueprints); + + Json->WriteIdentifierPrefix(TEXT("classes")); + SerializeClasses(Json, Index.Classes, Index.Blueprints); + + Json->WriteObjectEnd(); + Json->Close(); +} + +static TArray GetModulesByPath(const FString& InDir) +{ + TArray OutResult; + Algo::TransformIf( + FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames(), + OutResult, + [&](const FString& Module) { + return FPaths::IsUnderDirectory(Module, InDir); + }, + [](const FString& Module) { +#if 0 + // Old version assumes that each module is in a folder with the same name as the module + return FPaths::GetBaseFilename(FPaths::GetPath(*Module)); +#else + // New version assumes that each module is in a file with the name Module.Build.cs + FString TempString = FPaths::GetBaseFilename(*Module); + TempString.RemoveFromEnd(TEXT(".Build")); + return TempString; +#endif + }); + + return OutResult; +} + +static void GetNativeClassesByPath(const FString& InDir, TArray>& OutClasses) +{ + TArray Modules = GetModulesByPath(InDir); + + for (TObjectIterator ClassIt; ClassIt; ++ClassIt) + { + UClass* TestClass = *ClassIt; + if (!TestClass->HasAnyClassFlags(CLASS_Native)) + { + continue; + } + + FAssetData ClassAssetData(TestClass); + FString ModuleName = ClassAssetData.GetTagValueRef(ModuleNameFName); + + if (!ModuleName.IsEmpty() && Modules.Contains(ModuleName)) + { + OutClasses.Add(TestClass); + } + } +} + +static void RunAssetScan( + FAssetIndex& Index, + const TArray>& FilterBaseClasses) +{ + FARFilter Filter; + Filter.bRecursivePaths = true; + Filter.bRecursiveClasses = true; + AssetHelpers::SetBlueprintClassFilter(Filter); + + // Add all base classes to the tag filter for native parent + Algo::Transform(FilterBaseClasses, Filter.TagsAndValues, [](const TWeakObjectPtr& Class) { + return MakeTuple( + FBlueprintTags::NativeParentClassPath, + FObjectPropertyBase::GetExportPath(Class.Get(), nullptr /*Parent*/, nullptr /*ExportRootScope*/, 0 /*PortFlags*/)); + }); + + // Take account of any core redirects for the blueprint classes we want to scan. + for (const auto& BaseClass : FilterBaseClasses) + { + if (BaseClass.IsValid()) + { + TArray PreviousNames; + if (FCoreRedirects::FindPreviousNames(ECoreRedirectFlags::Type_Class, BaseClass->GetPathName(), PreviousNames)) + { + for (const auto& PreviousName : PreviousNames) + { + // FString PreviousString = FObjectPropertyBase::GetExportPath(BaseClass->GetClass()->GetClassPathName(), PreviousName.ToString()); // Alternative way to add /Script/CoreUObject.Class'' wrapper - but not sure it makes sense to use the new class when referencing a previous name + FString PreviousString = "/Script/CoreUObject.Class'" + PreviousName.ToString() + "'"; + Filter.TagsAndValues.Add(FBlueprintTags::NativeParentClassPath, PreviousString); + } + } + } + } + + IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")).Get(); + + TArray TargetAssets; + AssetRegistry.GetAssets(Filter, TargetAssets); + + AssetHelpers::ForEachAsset(TargetAssets, + [&](UBlueprintGeneratedClass* BlueprintGeneratedClass, const FAssetData& /*AssetData*/) + { + Index.ProcessBlueprint(BlueprintGeneratedClass); + }); +} + +} // namespace VS + +static constexpr auto FilterSwitch = TEXT("filter"); +static constexpr auto FullSwitch = TEXT("full"); + +UVisualStudioToolsCommandlet::UVisualStudioToolsCommandlet() + : Super() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + + HelpParamNames.Add(FilterSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Scan only blueprints derived from native classes under the provided path. Defaults to `FPaths::ProjectDir`. Incompatible with `-full`.")); + + HelpParamNames.Add(FullSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Scan blueprints derived from native classes from ALL modules, include the Engine. This can be _very slow_ for large projects. Incompatible with `-filter`.")); + + HelpUsage = TEXT(" -run=VisualStudioTools -output= [-filter=|-full] [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash]"); +} + +int32 UVisualStudioToolsCommandlet::Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) +{ + using namespace VisualStudioTools; + + FString* Filter = ParamVals.Find(FilterSwitch); + const bool bFullScan = Switches.Contains(FullSwitch); + + if (Filter != nullptr && bFullScan) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Incompatible scan options.")); + PrintHelp(); + return -1; + } + + TArray> FilterBaseClasses; + if (!bFullScan) + { + if (Filter) + { + FPaths::NormalizeDirectoryName(*Filter); + GetNativeClassesByPath(*Filter, FilterBaseClasses); + } + else + { + GetNativeClassesByPath(FPaths::ProjectDir(), FilterBaseClasses); + } + } + else + { + for (TObjectIterator ClassIt; ClassIt; ++ClassIt) + { + UClass* TestClass = *ClassIt; + if (!TestClass->HasAnyClassFlags(CLASS_Native)) + { + continue; + } + + FilterBaseClasses.Add(TestClass); + } + } + + FAssetIndex Index; + RunAssetScan(Index, FilterBaseClasses); + SerializeToIndex(Index, OutArchive); + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d blueprints."), Index.Blueprints.Num()); + + return 0; +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h new file mode 100644 index 00000000..05ad18d1 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h @@ -0,0 +1,24 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "CoreMinimal.h" +#include "VisualStudioToolsCommandletBase.h" + +#include "VisualStudioToolsCommandlet.generated.h" + +UCLASS() +class UVisualStudioToolsCommandlet + : public UVisualStudioToolsCommandletBase +{ + GENERATED_BODY() + +public: + UVisualStudioToolsCommandlet(); + int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp new file mode 100644 index 00000000..716101a9 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp @@ -0,0 +1,88 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "VisualStudioToolsCommandletBase.h" + +#include "Windows/AllowWindowsPlatformTypes.h" + +#include "HAL/FileManager.h" +#include "Misc/Paths.h" +#include "VisualStudioTools.h" + +#include "Windows/HideWindowsPlatformTypes.h" + +static constexpr auto HelpSwitch = TEXT("help"); +static constexpr auto OutputSwitch = TEXT("output"); + +UVisualStudioToolsCommandletBase::UVisualStudioToolsCommandletBase() +{ + IsClient = false; + IsEditor = true; + IsServer = false; + LogToConsole = false; + ShowErrorCount = false; + + HelpParamNames.Add(OutputSwitch); + HelpParamDescriptions.Add(TEXT("[Required] The file path to write the command output.")); + + HelpParamNames.Add(HelpSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Print this help message and quit the commandlet immediately.")); +} + +void UVisualStudioToolsCommandletBase::PrintHelp() const +{ + UE_LOG(LogVisualStudioTools, Display, TEXT("%s"), *HelpDescription); + UE_LOG(LogVisualStudioTools, Display, TEXT("Usage: %s"), *HelpUsage); + UE_LOG(LogVisualStudioTools, Display, TEXT("Parameters:")); + for (int32 i = 0; i < HelpParamNames.Num(); ++i) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("\t-%s: %s"), *HelpParamNames[i], *HelpParamDescriptions[i]); + } +} + +int32 UVisualStudioToolsCommandletBase::Main(const FString& Params) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + ParseCommandLine(*Params, Tokens, Switches, ParamVals); + + if (Switches.Contains(HelpSwitch)) + { + PrintHelp(); + return 0; + } + + UE_LOG(LogVisualStudioTools, Display, TEXT("Init VS Tools cmdlet.")); + + if (!FPaths::IsProjectFilePathSet()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("You must invoke this commandlet with a project file.")); + return -1; + } + + FString FullPath = ParamVals.FindRef(OutputSwitch); + + if (FullPath.IsEmpty() && !FParse::Value(*Params, TEXT("output "), FullPath)) + { + // VS:1678426 - Initial version was using `-output "path-to-file"` (POSIX style). + // However, that does not support paths with spaces, even when surrounded with + // quotes because `FParse::Value` only handles that case when there's no space + // between the parameter name and quoted value. + // For back-compatibility reasons, parse that style by including the space in + // the parameter token like it's usually done for the `=` sign. + UE_LOG(LogVisualStudioTools, Error, TEXT("Missing file output parameter.")); + PrintHelp(); + return -1; + } + + TUniquePtr OutArchive{ IFileManager::Get().CreateFileWriter(*FullPath) }; + if (!OutArchive) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to create index with path: %s."), *FullPath); + return -1; + } + + return this->Run(Tokens, Switches, ParamVals, *OutArchive); +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h new file mode 100644 index 00000000..7c370ef5 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" + +#include "VisualStudioToolsCommandletBase.generated.h" + +UCLASS(Abstract) +class UVisualStudioToolsCommandletBase + : public UCommandlet +{ + GENERATED_BODY() + +public: + int32 Main(const FString& Params) override; + +protected: + UVisualStudioToolsCommandletBase(); + + void PrintHelp() const; + + virtual int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) PURE_VIRTUAL(UVisualStudioToolsCommandletBase::Run, return 0;); +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h new file mode 100644 index 00000000..0ffe4e91 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h @@ -0,0 +1,7 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#pragma once + +#include "CoreMinimal.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogVisualStudioTools, Log, All); \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs b/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs new file mode 100644 index 00000000..b92b6950 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs @@ -0,0 +1,77 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +using UnrealBuildTool; + +public class VisualStudioTools : ModuleRules +{ + public VisualStudioTools(ReadOnlyTargetRules Target) : base(Target) + { + bool bIsCustomDevBuild = System.Environment.GetEnvironmentVariable("VSTUE_IsCustomDevBuild") == "1"; + if (bIsCustomDevBuild) + { + // Get correct header suggestions in the IDE and validate + // the plugin build without having to affect for the whole target, + // which is expensive in source-builds of the engine. + PCHUsage = ModuleRules.PCHUsageMode.NoPCHs; + bUseUnity = false; + + // When debugging the commandlet code, disable optimizations to get + // proper local variable inspection and less inlined stack frames + OptimizeCode = CodeOptimization.Never; + + // Enable more restrict warnings during compilation in UE5. + // Required by tasks in the compliance pipeline. + if (Target.Version.MajorVersion >= 5) + { + CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Error; + } + } + else + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + } + + // To support UE5.1+, the code is using the new FTopLevelAssetPath API + // with a detection of support via version numbers. + // If the check is producing a false positive/negative in your version of the engine + // you can change the block below and force the check as enabled/disabled. + if ((Target.Version.MajorVersion == 5 && Target.Version.MinorVersion >= 1) || Target.Version.MajorVersion > 5) + { + PrivateDefinitions.Add("FILTER_ASSETS_BY_CLASS_PATH=1"); + } + else + { + PrivateDefinitions.Add("FILTER_ASSETS_BY_CLASS_PATH=0"); + } + + PublicDependencyModuleNames.AddRange( + new[] + { + "Core", + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "ApplicationCore", + "AssetRegistry", + "CoreUObject", + "Engine", + "Json", + "JsonUtilities", + "Kismet", + "UnrealEd", + "Slate", + "SlateCore", + "ToolMenus", + "EditorSubsystem", + "MainFrame", + "BlueprintGraph", + "VisualStudioDTE", + "EditorStyle", + "Projects" + } + ); + } +} diff --git a/Plugins/VisualStudioTools/VisualStudioTools.uplugin b/Plugins/VisualStudioTools/VisualStudioTools.uplugin new file mode 100644 index 00000000..b9bb9324 --- /dev/null +++ b/Plugins/VisualStudioTools/VisualStudioTools.uplugin @@ -0,0 +1,38 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "2.7", + "FriendlyName": "Visual Studio Integration Tools", + "Description": "Enables integration with Visual Studio IDE.", + "Category": "Programming", + "CreatedBy": "Microsoft", + "CreatedByURL": "http://www.microsoft.com", + "DocsURL": "", + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2", + "SupportURL": "https://developercommunity.visualstudio.com/", + "EnabledByDefault": true, + "Installed": false, + "bExplicitlyLoaded": true, + "CanContainContent": false, + "SupportedTargetPlatforms": [ + "Win64" + ], + "Modules": [ + { + "Name": "VisualStudioTools", + "Type": "Editor", + "LoadingPhase": "Default", + "PlatformAllowList": [ + "Win64" + ] + }, + { + "Name": "VisualStudioBlueprintDebuggerHelper", + "Type": "Editor", + "LoadingPhase": "None", + "PlatformAllowList": [ + "Win64" + ] + } + ] +} diff --git a/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch b/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch new file mode 100644 index 00000000..9d1a396a --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch @@ -0,0 +1,46 @@ +From f7238064c8680f6392793eb664ee2c773daff594 Mon Sep 17 00:00:00 2001 +From: Oleksandr Kozlov +Date: Tue, 1 Apr 2025 15:22:14 +0200 +Subject: [PATCH] Support extra UBT args in UAT.BuildPlugin + +Forwarding extra parameters to UBT to allow customizing the build of a plugin. +Example: runuat.bat buildpluing -plugin=... -ubtargs="-LinkerArguments=\"/profile\"" + +--- + .../Scripts/BuildPluginCommand.Automation.cs | 13 +++++++++++++ + 1 file changed, 13 insertions(+) + +diff --git a/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs b/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs +index 5a43dc0c4..aaf3f192f 100644 +--- a/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs ++++ b/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs +@@ -64,6 +64,9 @@ public sealed class BuildPlugin : BuildCommand + // Option for verifying that all include directive s + bool bStrictIncludes = ParseParam("StrictIncludes"); + ++ // Extra arguments forwarded to UBT ++ string UBTArgs = ParseParamValue("ubtargs"); ++ + // Make sure the packaging directory is valid + DirectoryReference PackageDir = new DirectoryReference(PackageParam); + +@@ -126,6 +129,16 @@ public sealed class BuildPlugin : BuildCommand + AdditionalArgs.Append(" -NoPCH -NoSharedPCH -DisableUnity"); + } + ++ // Pass extra parameters to UBT ++ if (string.IsNullOrEmpty(UBTArgs) == false) ++ { ++ Logger.LogInformation("Building with extra UBT parameters: {UBTArgs}", UBTArgs); ++ string Arg = UBTArgs; ++ Arg = Arg.TrimStart(new char[] { '\"' }); ++ Arg = Arg.TrimEnd(new char[] { '\"' }); ++ AdditionalArgs.Append(' ').Append(Arg); ++ } ++ + // check if any architectures were specified + foreach (UnrealTargetPlatform Platform in UnrealTargetPlatform.GetValidPlatforms()) + { +-- +2.49.0.windows.1 + diff --git a/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json b/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json new file mode 100644 index 00000000..54198e16 --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json @@ -0,0 +1,21 @@ +{ + "tsaVersion": "TsaV2", + "codebase": "NewOrUpdate", + "codebaseName": "vc-ue-extensions", + "tsaStamp": "DevDiv", + "tsaEnvironment": "PROD", + "notificationAliases": [ + "hebaggio@microsoft.com", + "cpp-apogee@microsoft.com" + ], + "codebaseAdmins": [ + "REDMOND\\hebaggio", + "REDMOND\\cpp-apogee" + ], + "instanceUrl": "https://devdiv.visualstudio.com", + "projectName": "DevDiv", + "areaPath": "DevDiv\\Cpp Developer Experience\\GameDev Experience\\Unreal Engine integrations", + "iterationPath": "DevDiv", + "alltools": true, + "repositoryName": "vc-ue-extensions" + } \ No newline at end of file diff --git a/Plugins/VisualStudioTools/azure-pipelines/compliance.yml b/Plugins/VisualStudioTools/azure-pipelines/compliance.yml new file mode 100644 index 00000000..82aee67c --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/compliance.yml @@ -0,0 +1,123 @@ +# IMPORTANT: +# Do not run BinSkim because we do not control producing the binaries. That process is owned by +# Epic. We just provide source code. Since we do not control the build, BinSkim is not needed. + +variables: + Codeql.Enabled: true + Codeql.SourceRoot: '$(Build.SourcesDirectory)' + +trigger: +- main + +pr: + autoCancel: true + branches: + include: + - main + - dev/* + +schedules: + - cron: "0 12 * * Sun" + displayName: Weekly run + branches: + include: + - main + always: true + +resources: + repositories: + - repository: 1ESPipelineTemplates + type: git + name: 1ESPipelineTemplates/1ESPipelineTemplates + ref: refs/tags/release + +extends: + template: v1/1ES.Official.PipelineTemplate.yml@1ESPipelineTemplates + parameters: + pool: + name: VSEngSS-MicroBuild2022-1ES + os: windows + customBuildTags: + - ES365AIMigrationTooling + stages: + - stage: stage + jobs: + - job: 'UnrealEngine_VisualStudioTools_Compliance' + timeoutInMinutes: 1440 + steps: + - task: CmdLine@2 + displayName: 'Clone Unreal Engine Repository' + inputs: + script: 'git clone "https://$(token)@github.com/EpicGames/UnrealEngine" --single-branch --branch $(ue_branch) --depth 1 ue' + workingDirectory: '$(Agent.BuildDirectory)' + - task: CmdLine@2 + displayName: 'Apply patch to allow us to pass linker flags to the build' + inputs: + script: 'git apply --ignore-whitespace $(Build.SourcesDirectory)/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch' + workingDirectory: '$(Agent.BuildDirectory)\ue' + - task: PowerShell@2 + displayName: '[UE] Append /unattended option' + inputs: + targetType: 'inline' + script: + $filePath = "$(Agent.BuildDirectory)/ue/Setup.bat"; + (Get-Content $filePath).Replace("/register", "/register /unattended") | Set-Content $filePath + - task: CmdLine@2 + displayName: '[UE] Run Setup.bat' + inputs: + script: 'ue\Setup.bat --force' + workingDirectory: '$(Agent.BuildDirectory)' + - task: MSBuild@1 + displayName: 'Build Plugin' + timeoutInMinutes: 300 + inputs: + solution: '$(Build.SourcesDirectory)/build.proj' + msbuildArguments: '/p:UnrealEngine=$(Agent.BuildDirectory)\ue /p:OutputPath=$(Build.ArtifactStagingDirectory)\drop /p:VulkanReadyBinaries=true' + createLogFile: true + - task: CopyFiles@2 + displayName: 'Collect binaries to analyze' + inputs: + SourceFolder: '$(Build.ArtifactStagingDirectory)\drop' + Contents: '**\unrealeditor-visualstudiotools.*' + TargetFolder: '$(Build.ArtifactStagingDirectory)\binariesToAnalyze' + CleanTargetFolder: true + OverWrite: true + - task: PoliCheck@2 + inputs: + targetType: 'F' + targetArgument: '$(Build.SourcesDirectory)' + - task: ComponentGovernanceComponentDetection@0 + inputs: + ignoreDirectories: '$(Agent.BuildDirectory)\ue' + displayName: 'Component Detection' + - task: APIScan@2 + displayName: 'Run APIScan' + inputs: + softwareFolder: '$(Build.ArtifactStagingDirectory)/binariesToAnalyze' + softwareName: 'Visual Studio Tools for Unreal Engine' + softwareVersionNum: '2.4' + softwareBuildNum: '$(Build.BuildId)' + toolVersion: 'Latest' + env: + AzureServicesAuthConnectionString: runAs=App;AppId=$(ApiScanClientId) + - task: SDLNativeRules@3 + displayName: 'Run the PREfast SDL Native Rules for MSBuild' + env: + SYSTEM_ACCESSTOKEN: $(System.AccessToken) + inputs: + publishXML: true + userProvideBuildInfo: auto + rulesetName: Recommended + setupCommandlinePicker: 'vs2022' + - task: PublishSecurityAnalysisLogs@3 + displayName: 'Publish security analysis logs' + inputs: + ArtifactName: 'CodeAnalysisLogs' + ArtifactType: 'Container' + AllTools: true + ToolLogsNotFoundAction: 'Standard' + - task: TSAUpload@2 + displayName: 'TSA upload' + inputs: + GdnPublishTsaOnboard: True + GdnPublishTsaConfigFile: '$(Build.SourcesDirectory)/azure-pipelines/TSAOptions.json' diff --git a/Plugins/VisualStudioTools/azure-pipelines/release.yml b/Plugins/VisualStudioTools/azure-pipelines/release.yml new file mode 100644 index 00000000..bf04be10 --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/release.yml @@ -0,0 +1,117 @@ +# IMPORTANT: +# Do not run BinSkim because we do not control producing the binaries. That process is owned by +# Epic. We just provide source code. Since we do not control the build, BinSkim is not needed. + +# Manual trigger for now +trigger: none +pr: none + +parameters: +- name: SignTypeOverride + displayName: Signing Type (default is real for the main branch and test otherwise) + type: string + default: default + values: + - default + - test + - real + +variables: + # MicroBuild requires TeamName to be set. + - name: TeamName + value: C++ Unreal Engine + - name: TagName + value: $[replace(variables['Build.SourceBranch'], 'refs/tags/', '')] + # If the user didn't override the signing type, then only real-sign on main. + - ${{ if ne(parameters.SignTypeOverride, 'default') }}: + - name: SignType + value: ${{ parameters.SignTypeOverride }} + - ${{ if and(eq(parameters.SignTypeOverride, 'default'), or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags'))) }}: + - name: SignType + value: real + - ${{ if and(eq(parameters.SignTypeOverride, 'default'), not(or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags')))) }}: + - name: SignType + value: test + +resources: + repositories: + - repository: 1ESPipelineTemplates + type: git + name: 1ESPipelineTemplates/1ESPipelineTemplates + ref: refs/tags/release + +extends: + template: v1/1ES.Official.PipelineTemplate.yml@1ESPipelineTemplates + parameters: + pool: + name: VSEngSS-MicroBuild2022-1ES + os: windows + customBuildTags: + - ES365AIMigrationTooling + stages: + - stage: stage + jobs: + - job: 'UnrealEngine_VisualStudioTools_Release' + timeoutInMinutes: 1440 + templateContext: + outputParentDirectory: $(Agent.BuildDirectory)/out/ + outputs: + - output: pipelineArtifact + displayName: 'Publish signed plugin files' + targetPath: $(Agent.BuildDirectory)/out + artifactName: SignedPlugin + artifactType: container + sbomEnabled: false + steps: + - powershell: | + Write-Host "##vso[task.setVariable variable=SHA1]$(git rev-parse HEAD)" + displayName: Save tag commit hash + workingDirectory: '$(Build.SourcesDirectory)' + - task: MicroBuildSigningPlugin@4 + displayName: Install MicroBuild Signing + inputs: + signType: $(SignType) + zipSources: true + - task: PowerShell@2 + displayName: "Create zip excluding .git folder" + inputs: + targetType: 'inline' + script: | + $destinationDirectory = "$(Agent.BuildDirectory)/out" + New-Item -Path $destinationDirectory -ItemType Directory + git archive -o "$destinationDirectory/VisualStudioTools.zip" $(SHA1) + - powershell: New-FileCatalog -Path .\VisualStudioTools.zip -CatalogFilePath .\VisualStudioTools.zip.cat -CatalogVersion 2.0 + displayName: Create standalone catalog + workingDirectory: '$(Agent.BuildDirectory)\out' + - task: NuGetToolInstaller@1 + inputs: + versionSpec: 5.7 + - task: NuGetCommand@2 + displayName: 'NuGet Restore MicroBuild Signing Extension' + inputs: + command: 'restore' + restoreSolution: 'Scripts/SignDetached.proj' + feedsToUse: 'config' + restoreDirectory: '$(Build.SourcesDirectory)\Scripts\packages' + - task: MSBuild@1 + displayName: Sign catalogs + inputs: + solution: Scripts/SignDetached.proj + msbuildArguments: /p:SignType=$(SignType) /p:BaseOutputDirectory=$(Agent.BuildDirectory)\out + # === Disabled for now in favor of uploading the artifacts to the pipeline === + # - task: GitHubRelease@1 + # displayName: Pre-release to public repo + # condition: and(succeeded(), startsWith(variables['Build.SourceBranch'], 'refs/tags')) + # inputs: + # gitHubConnection: GitHub-VSCodeExtensions + # repositoryName: microsoft/vc-ue-extensions + # action: create + # target: $(SHA1) + # tagSource: gitTag + # tag: $(TagName) + # title: $(TagName) + # isDraft: true + # isPreRelease: true + # assets: | + # $(Agent.BuildDirectory)\out\VisualStudioTools.zip + # $(Agent.BuildDirectory)\out\VisualStudioTools.zip.cat diff --git a/Plugins/VisualStudioTools/build.proj b/Plugins/VisualStudioTools/build.proj new file mode 100644 index 00000000..14e1f708 --- /dev/null +++ b/Plugins/VisualStudioTools/build.proj @@ -0,0 +1,24 @@ + + + $(MSBuildProjectDirectory) + $([System.IO.Path]::Combine($(PluginFolder), `VisualStudioTools.uplugin`)) + $([System.IO.Path]::Combine($(PluginFolder), "bin")) + $(UnrealEngine) + + $([MSBuild]::GetRegistryValue('HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\$(UnrealEngine)', 'InstalledDirectory')) + + $(EnginePath.Trim())\Engine\Build\BatchFiles\RunUAT.bat + -Unversioned + -ubtargs="-LinkerArguments=\"/profile\" " + + + + + + + + + + diff --git a/README.md b/README.md new file mode 100644 index 00000000..229a090c --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# AFPrototype + +Developed with Unreal Engine 5 diff --git a/Source/AFPrototype.Target.cs b/Source/AFPrototype.Target.cs new file mode 100644 index 00000000..3ccfb1a8 --- /dev/null +++ b/Source/AFPrototype.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class AFPrototypeTarget : TargetRules +{ + public AFPrototypeTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V5; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; + ExtraModuleNames.Add("AFPrototype"); + } +} diff --git a/Source/AFPrototype/AFPrototype.Build.cs b/Source/AFPrototype/AFPrototype.Build.cs new file mode 100644 index 00000000..26d31d5e --- /dev/null +++ b/Source/AFPrototype/AFPrototype.Build.cs @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class AFPrototype : ModuleRules +{ + public AFPrototype(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] + { + "Core", + "CoreUObject", + "Engine", + "InputCore", + "EnhancedInput", + "GameplayAbilities", + "GameplayTags", + "GameplayTasks", + "AIModule" + }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} diff --git a/Source/AFPrototype/AFPrototype.cpp b/Source/AFPrototype/AFPrototype.cpp new file mode 100644 index 00000000..756f168b --- /dev/null +++ b/Source/AFPrototype/AFPrototype.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AFPrototype.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, AFPrototype, "AFPrototype" ); diff --git a/Source/AFPrototype/AFPrototype.h b/Source/AFPrototype/AFPrototype.h new file mode 100644 index 00000000..677c8e25 --- /dev/null +++ b/Source/AFPrototype/AFPrototype.h @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + diff --git a/Source/AFPrototype/Private/AFCharacter.cpp b/Source/AFPrototype/Private/AFCharacter.cpp new file mode 100644 index 00000000..d7e3bb77 --- /dev/null +++ b/Source/AFPrototype/Private/AFCharacter.cpp @@ -0,0 +1,630 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AFCharacter.h" +#include "GAS/MyAbilitySystemComponent.h" + + +// Sets default values +AAFCharacter::AAFCharacter() +{ + // 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; + + // Create ability system component, and set it to be explicitly replicated + AbilitySystemComponent = CreateDefaultSubobject("AbilitySystemComponent"); + AbilitySystemComponent->SetIsReplicated(true); + + // Create the attribute set, this replicates by default + AttributeSet = CreateDefaultSubobject("AttributeSet"); + + CharacterLevel = 1; +} + +int32 AAFCharacter::GetCharacterLevel() const +{ + return CharacterLevel; +} + +float AAFCharacter::GetHealth() const +{ + if(!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetHealth(); +} + +float AAFCharacter::GetMaxHealth() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxHealth(); +} + +float AAFCharacter::GetMana() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMana(); +} + +float AAFCharacter::GetMaxMana() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxMana(); +} + +float AAFCharacter::GetStamina() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetStamina(); +} + +float AAFCharacter::GetMaxStamina() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxStamina(); +} + +float AAFCharacter::GetStagger() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetStagger(); +} + +float AAFCharacter::GetMaxStagger() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxStagger(); +} + +float AAFCharacter::GetStun() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetStun() ; +} + +float AAFCharacter::GetMaxStun() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxStun(); +} + +float AAFCharacter::GetKnockdown() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetKnockdown(); +} + +float AAFCharacter::GetMaxKnockdown() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxKnockdown(); +} + +float AAFCharacter::GetExperiencePoints() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetExperiencePoints(); +} + +float AAFCharacter::GetMaxExperiencePoints() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxExperiencePoints(); +} + + +float AAFCharacter::GetStormMana() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetStormMana(); +} + +float AAFCharacter::GetMaxStormMana() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxStormMana(); +} + +float AAFCharacter::GetFormPoint() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetFormPoint(); +} + +float AAFCharacter::GetMaxFormPoint() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxFormPoint(); + + +} +float AAFCharacter::GetBrave() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetBrave(); +} + +float AAFCharacter::GetMaxBrave() const +{ + if (!AttributeSet) + { + return 0.0f; + } + + return AttributeSet->GetMaxBrave(); +} + +bool AAFCharacter::ActivateAbilitiesWithTag(FGameplayTagContainer AbilityTags, bool AllowRemoteActivation) +{ + if (!AbilitySystemComponent) + { + return false; + } + return AbilitySystemComponent->TryActivateAbilitiesByTag(AbilityTags, AllowRemoteActivation); +} + +bool AAFCharacter::ActivateMelleAbility(bool AllowRemoteActivation) +{ + if (!AbilitySystemComponent || !MeleeAbilitySpecHandle.IsValid()) + { + return false; + } + return AbilitySystemComponent->TryActivateAbility(MeleeAbilitySpecHandle); +} + +void AAFCharacter::GetActiveAbilitiesWithTag(FGameplayTagContainer AbilityTags, TArray& ActiveAbilities, bool MatchExactTag) +{ + + if (!AbilitySystemComponent) + { + return; + } + + TArray MatchingAbilities; + AbilitySystemComponent->GetActivatableGameplayAbilitySpecsByAllMatchingTags(AbilityTags, MatchingAbilities, MatchExactTag); + for (FGameplayAbilitySpec* Spec : MatchingAbilities) + { + TArray AbilityInstances = Spec->GetAbilityInstances(); + for (UGameplayAbility* ActiveAbility : AbilityInstances) + { + ActiveAbilities.Add(ActiveAbility); + } + } +} + +void AAFCharacter::ApplyGameplayEffect(TSubclassOf GameplayEffect) +{ + if (!AbilitySystemComponent || !GameplayEffect) + { + return; + } + + FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); + EffectContext.AddSourceObject(this); + FGameplayEffectSpecHandle NewHandle = AbilitySystemComponent->MakeOutgoingSpec(GameplayEffect, CharacterLevel, EffectContext); + if (NewHandle.IsValid()) + { + FActiveGameplayEffectHandle ActiveHandle = AbilitySystemComponent->ApplyGameplayEffectSpecToTarget(*NewHandle.Data.Get(), AbilitySystemComponent); + } + +} + +bool AAFCharacter::CanApplyGameplayEffect(TSubclassOf GameplayEffect) +{ + if (!AbilitySystemComponent || !GameplayEffect) + { + return false; + } + + FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); + EffectContext.AddSourceObject(this); + return AbilitySystemComponent->CanApplyAttributeModifiers(GameplayEffect->GetDefaultObject(), CharacterLevel, EffectContext); +} + +bool AAFCharacter::EquipWeapon(AAFWeapon* Weapon, TEnumAsByte EquipSlot) +{ + if (!Weapon) + { + return false; + } + + switch (EquipSlot) + { + case EWeaponSlot::RightHand: + EquipRightHand(Weapon); + break; + case EWeaponSlot::LeftHand: + EquipLeftHand(Weapon); + break; + default: + break; + } + + return true; +} + +bool AAFCharacter::ActivateAbilityBySlot(TEnumAsByte AbilitySlot, bool AllowRemoteActivation) +{ + if (!AbilitySystemComponent || !SlotAbilityHandles.Contains(AbilitySlot)) + { + return false; + } + + FGameplayAbilitySpecHandle* SpecHandle = SlotAbilityHandles.Find(AbilitySlot); + return AbilitySystemComponent->TryActivateAbility(FGameplayAbilitySpecHandle(*SpecHandle), AllowRemoteActivation); +} + +// Called when the game starts or when spawned +void AAFCharacter::BeginPlay() +{ + Super::BeginPlay(); + +} + +void AAFCharacter::SetTestAbilies() +{ + if (!AbilitySystemComponent) + { + return; + } + + if (GetLocalRole() == ROLE_Authority) + { + for (TSubclassOf& TestAbility : TestAbilities) + { + AbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(TestAbility, GetCharacterLevel(), INDEX_NONE, this)); + } + } +} + +void AAFCharacter::SetMeleeAbility() +{ + if (!AbilitySystemComponent) + { + return; + } + + MeleeAbilitySpecHandle = AbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(MeleeAbility, GetCharacterLevel(), INDEX_NONE, this)); +} + +// Called every frame +void AAFCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +// Called to bind functionality to input +void AAFCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + +} + + +void AAFCharacter::PossessedBy(AController* NewController) +{ + Super::PossessedBy(NewController); + TeamId = FGenericTeamId(Fraction); + if (!AbilitySystemComponent) + { + return; + } + + if (EnableTestAbilities) + { + SetTestAbilies(); + } + + ApplyDefaultAttributesEffect(); + SetMeleeAbility(); + +} + +UAbilitySystemComponent* AAFCharacter::GetAbilitySystemComponent() const +{ + return AbilitySystemComponent; +} + +void AAFCharacter::HandleHealthChange(float DeltaValue, AActor* Causer) +{ + OnHealthChanged(DeltaValue, Causer); + if (GetHealth() <= 0) + { + OnDead(); + } +} + +void AAFCharacter::HandleStaminaChange(float DeltaValue, AActor* Causer) +{ + OnStaminaChanged(DeltaValue, Causer); +} + +void AAFCharacter::HandleManaChange(float DeltaValue, AActor* Causer) +{ + OnManaChanged(DeltaValue, Causer); + if (GetMana() >= 200) + { + OnOverload(); + } +} + +void AAFCharacter::HandleStaggerChange(float DeltaValue, AActor* Causer) +{ + OnStaggerChanged(DeltaValue, Causer); + if (GetStagger() >= 100) + { + OnStaggered(); + } +} + +void AAFCharacter::HandleStunChange(float DeltaValue, AActor* Causer) +{ + OnStunChanged(DeltaValue, Causer); + if (GetStun() >= 100) + { + OnStuned(); + } +} + +void AAFCharacter::HandleKnockdownChange(float DeltaValue, AActor* Causer) +{ + OnKnockdownChanged(DeltaValue, Causer); + if (GetKnockdown() >= 100) + { + OnKnockdowned(); + } +} + +void AAFCharacter::HandleStormManaChange(float DeltaValue, AActor* Causer) +{ + OnStormManaChanged(DeltaValue, Causer); + if (GetStormMana() >= 100) + { + OnStormOverload(); + } +} + +void AAFCharacter::HandleFormPointChange(float DeltaValue, AActor* Causer) +{ + OnFormPointChanged(DeltaValue, Causer); + +} + +void AAFCharacter::HandleExperiencePointsChange(float DeltaValue) +{ + OnXPChanged(DeltaValue); +} + +void AAFCharacter::HandleBraveChange(float DeltaValue, AActor* Causer) +{ + OnBraveChanged(DeltaValue, Causer); +} + + +void AAFCharacter::HandleCharacterLevelUp() +{ + CharacterLevel += 1; + RemoveDefaultAttributesEffect(); + ApplyDefaultAttributesEffect(); + OnCharacterLevelUp(); +} + +void AAFCharacter::ApplyDefaultAttributesEffect() +{ + FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); + EffectContext.AddSourceObject(this); + for (TSubclassOf& DefaultEffect : DefaultAttributeEffects) + { + FGameplayEffectSpecHandle NewHandle = AbilitySystemComponent->MakeOutgoingSpec(DefaultEffect, CharacterLevel, EffectContext); + if (NewHandle.IsValid()) + { + FActiveGameplayEffectHandle ActiveHandle = AbilitySystemComponent->ApplyGameplayEffectSpecToTarget(*NewHandle.Data.Get(), AbilitySystemComponent); + } + } + +} + +void AAFCharacter::RemoveDefaultAttributesEffect() +{ + FGameplayEffectQuery Query; + Query.EffectSource = this; + AbilitySystemComponent->RemoveActiveEffects(Query); +} + +void AAFCharacter::GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const +{ + if(AbilitySystemComponent) + { + AbilitySystemComponent->GetOwnedGameplayTags(TagContainer); + } +} + +FGenericTeamId AAFCharacter::GetGenericTeamId() const +{ + return TeamId; +} + +void AAFCharacter::ClearAbilitySlot(TEnumAsByte AbilitySlot) +{ + if (SlotAbilityHandles.IsEmpty()) + { + return; + } + + if (SlotAbilityHandles.Contains(AbilitySlot)) + { + FGameplayAbilitySpecHandle* SpecHandle = SlotAbilityHandles.Find(AbilitySlot); + AbilitySystemComponent->ClearAbility(*SpecHandle); + SlotAbilityHandles.Remove(AbilitySlot); + } +} + +void AAFCharacter::AddAbilityToSlot(TSubclassOf NewAbility, TEnumAsByte AbilitySlot) +{ + if (!AbilitySystemComponent) + { + return; + } + + FGameplayAbilitySpecHandle SpecHandle = AbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(NewAbility, GetCharacterLevel(), INDEX_NONE, this)); + if (SpecHandle.IsValid()) + { + SlotAbilityHandles.Add(AbilitySlot, SpecHandle); + } +} + +void AAFCharacter::EquipRightHand(AAFWeapon* Weapon) +{ + if (!AbilitySystemComponent || !Weapon) + { + return; + } + + ClearAbilitySlot(EAbilitySlot::LightAttack); + ClearAbilitySlot(EAbilitySlot::HeavyAttack); + ClearAbilitySlot(EAbilitySlot::SpecialAttack); + ClearAbilitySlot(EAbilitySlot::SecondaryAbility); + ClearAbilitySlot(EAbilitySlot::DectosAbility); + ClearAbilitySlot(EAbilitySlot::SecondDectosAbility); + ClearAbilitySlot(EAbilitySlot::SpecAbility); + ClearAbilitySlot(EAbilitySlot::LightStaggerAttack); + ClearAbilitySlot(EAbilitySlot::HeavyStaggerAttack); + ClearAbilitySlot(EAbilitySlot::ManaAdd); + ClearAbilitySlot(EAbilitySlot::Dodge); + ClearAbilitySlot(EAbilitySlot::Roll); + ClearAbilitySlot(EAbilitySlot::Block); + ClearAbilitySlot(EAbilitySlot::Parry); + ClearAbilitySlot(EAbilitySlot::AirAttack); + ClearAbilitySlot(EAbilitySlot::Combo1); + ClearAbilitySlot(EAbilitySlot::Combo2); + ClearAbilitySlot(EAbilitySlot::Combo3); + ClearAbilitySlot(EAbilitySlot::Gimmick1); + ClearAbilitySlot(EAbilitySlot::Gimmick2); + AddAbilityToSlot(Weapon->LightAttackAbility, EAbilitySlot::LightAttack); + AddAbilityToSlot(Weapon->HeavyAttackAbility, EAbilitySlot::HeavyAttack); + AddAbilityToSlot(Weapon->SpecialAttackAbility, EAbilitySlot::SpecialAttack); + AddAbilityToSlot(Weapon->SecondaryAbility, EAbilitySlot::SecondaryAbility); + AddAbilityToSlot(Weapon->DectosAbility, EAbilitySlot::DectosAbility); + AddAbilityToSlot(Weapon->SecondaryAbility, EAbilitySlot::SecondDectosAbility); + AddAbilityToSlot(Weapon->DectosAbility, EAbilitySlot::SpecAbility); + AddAbilityToSlot(Weapon->LightStaggerAttackAbility, EAbilitySlot::LightStaggerAttack); + AddAbilityToSlot(Weapon->HeavyStaggerAttackAbility, EAbilitySlot::HeavyStaggerAttack); + AddAbilityToSlot(Weapon->ManaAddAbility, EAbilitySlot::ManaAdd); + AddAbilityToSlot(Weapon->DodgeAbility, EAbilitySlot::Dodge); + AddAbilityToSlot(Weapon->RollAbility, EAbilitySlot::Roll); + AddAbilityToSlot(Weapon->BlockAbility, EAbilitySlot::Block); + AddAbilityToSlot(Weapon->ParryAbility, EAbilitySlot::Parry); + AddAbilityToSlot(Weapon->AirAttackAbility, EAbilitySlot::AirAttack); + AddAbilityToSlot(Weapon->Combo1Ability, EAbilitySlot::Combo1); + AddAbilityToSlot(Weapon->Combo2Ability, EAbilitySlot::Combo2); + AddAbilityToSlot(Weapon->Combo3Ability, EAbilitySlot::Combo3); + AddAbilityToSlot(Weapon->Gimmick1Ability, EAbilitySlot::Gimmick1); + AddAbilityToSlot(Weapon->Gimmick2Ability, EAbilitySlot::Gimmick2); +} + +void AAFCharacter::EquipLeftHand(AAFWeapon* Weapon) +{ + if (!AbilitySystemComponent || !Weapon) + { + return; + } + + ClearAbilitySlot(EAbilitySlot::LightAttack); + ClearAbilitySlot(EAbilitySlot::HeavyAttack); + ClearAbilitySlot(EAbilitySlot::SpecialAttack); + ClearAbilitySlot(EAbilitySlot::SecondaryAbility); + ClearAbilitySlot(EAbilitySlot::Dodge); + ClearAbilitySlot(EAbilitySlot::Block); + ClearAbilitySlot(EAbilitySlot::Parry); + ClearAbilitySlot(EAbilitySlot::Combo1); + ClearAbilitySlot(EAbilitySlot::Combo2); + ClearAbilitySlot(EAbilitySlot::Combo3); + AddAbilityToSlot(Weapon->LightAttackAbility, EAbilitySlot::LightAttack); + AddAbilityToSlot(Weapon->HeavyAttackAbility, EAbilitySlot::HeavyAttack); + AddAbilityToSlot(Weapon->SpecialAttackAbility, EAbilitySlot::SpecialAttack); + AddAbilityToSlot(Weapon->SecondaryAbility, EAbilitySlot::SecondaryAbility); + AddAbilityToSlot(Weapon->DodgeAbility, EAbilitySlot::Dodge); + AddAbilityToSlot(Weapon->BlockAbility, EAbilitySlot::Block); + AddAbilityToSlot(Weapon->ParryAbility, EAbilitySlot::Parry); + AddAbilityToSlot(Weapon->Combo1Ability, EAbilitySlot::Combo1); + AddAbilityToSlot(Weapon->Combo2Ability, EAbilitySlot::Combo2); + AddAbilityToSlot(Weapon->Combo3Ability, EAbilitySlot::Combo3); +} + + + diff --git a/Source/AFPrototype/Private/AFWeapon.cpp b/Source/AFPrototype/Private/AFWeapon.cpp new file mode 100644 index 00000000..899dac2c --- /dev/null +++ b/Source/AFPrototype/Private/AFWeapon.cpp @@ -0,0 +1,64 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AFWeapon.h" +#include "GAS/MyAbilitySystemComponent.h" +#include + +// Sets default values +AAFWeapon::AAFWeapon() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + AbilitySystemComponent = CreateDefaultSubobject< UMyAbilitySystemComponent>("AbilitySystemComponent"); + AbilitySystemComponent->SetIsReplicated(true); + + AttributeSet = CreateDefaultSubobject("AttributeSet"); +} + +void AAFWeapon::ApplyWeaponEffects() +{ + if(!AbilitySystemComponent || WeaponEffects.IsEmpty()) + { + return; + } + + FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); + EffectContext.AddSourceObject(this); + for (TSubclassOfGameplayEffect : WeaponEffects) + { + FGameplayEffectSpecHandle NewHandle = AbilitySystemComponent->MakeOutgoingSpec(GameplayEffect, WeaponLevel, EffectContext); + if (NewHandle.IsValid()) + { + FActiveGameplayEffectHandle ActiveHandle = AbilitySystemComponent->ApplyGameplayEffectSpecToTarget(*NewHandle.Data.Get(), AbilitySystemComponent); + } + } + +} + +float AAFWeapon::GetBaseDamage() +{ + return AttributeSet ? AttributeSet->GetBaseDamage() : 0.0f; +} + +// Called when the game starts or when spawned +void AAFWeapon::BeginPlay() +{ + Super::BeginPlay(); + ApplyWeaponEffects(); + +} + +// Called every frame +void AAFWeapon::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +UAbilitySystemComponent* AAFWeapon::GetAbilitySystemComponent() const +{ + return AbilitySystemComponent; + +} diff --git a/Source/AFPrototype/Private/GAS/AFAttributeSet.cpp b/Source/AFPrototype/Private/GAS/AFAttributeSet.cpp new file mode 100644 index 00000000..07fb1433 --- /dev/null +++ b/Source/AFPrototype/Private/GAS/AFAttributeSet.cpp @@ -0,0 +1,343 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GAS/AFAttributeSet.h" +#include "Net/UnrealNetwork.h" +#include "GameplayEffect.h" +#include "GameplayEffectExtension.h" +#include "AFCharacter.h" + +UAFAttributeSet::UAFAttributeSet() +{ +} + +void UAFAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) +{ + Super::PreAttributeChange(Attribute, NewValue); + if (Attribute == GetMaxHealthAttribute()) + { + AdjustAttributeForMaxChange(Health, MaxHealth, NewValue, GetHealthAttribute()); + } + + if (Attribute == GetMaxStaminaAttribute()) + { + AdjustAttributeForMaxChange(Stamina, MaxStamina, NewValue, GetStaminaAttribute()); + } + + if (Attribute == GetMaxManaAttribute()) + { + SetMana(0.f); + } + + if (Attribute == GetMaxStaggerAttribute()) + { + SetStagger(0.f); + } + + if (Attribute == GetMaxStunAttribute()) + { + SetStun(0.f); + } + + if (Attribute == GetMaxKnockdownAttribute()) + { + SetKnockdown(0.f); + } + + if (Attribute == GetMaxExperiencePointsAttribute()) + { + SetExperiencePoints(0.f); + } + + if (Attribute == GetMaxStormManaAttribute()) + { + SetStormMana(0.f); + } + + if (Attribute == GetMaxFormPointAttribute()) + { + SetFormPoint(0.f); + } + + if (Attribute == GetMaxBraveAttribute()) + { + AdjustAttributeForMaxChange(Brave, MaxBrave, NewValue, GetBraveAttribute()); + } +} + +void UAFAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) +{ + Super::PostGameplayEffectExecute(Data); + + float DeltaValue = 0; + if (Data.EvaluatedData.ModifierOp == EGameplayModOp::Additive) + { + DeltaValue = Data.EvaluatedData.Magnitude; + } + + AActor* TargetActor = nullptr; + AAFCharacter* AFCharacter = nullptr; + if (Data.Target.AbilityActorInfo.IsValid() && Data.Target.AbilityActorInfo->AvatarActor.IsValid()) + { + TargetActor = Data.Target.AbilityActorInfo->AvatarActor.Get(); + AFCharacter = Cast(TargetActor); + } + + if (Data.EvaluatedData.Attribute == GetHealthAttribute()) + { + SetHealth(FMath::Clamp(GetHealth(), 0.0f, GetMaxHealth())); + if (AFCharacter) + { + AFCharacter->HandleHealthChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetStaminaAttribute()) + { + bool StaminaOverflow = GetStamina() > GetMaxStamina() ? FMath::IsNearlyEqual(GetStamina() - DeltaValue, GetMaxStamina()) : false; + SetStamina(FMath::Clamp(GetStamina(), 0.0f, GetMaxStamina())); + if (AFCharacter && !StaminaOverflow) + { + AFCharacter->HandleStaminaChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetManaAttribute()) + { + SetMana(FMath::Clamp(GetMana(), 0.0f, GetMaxMana())); + if (AFCharacter) + { + AFCharacter->HandleManaChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetStaggerAttribute()) + { + SetStagger(FMath::Clamp(GetStagger(), 0.0f, GetMaxStagger())); + if (AFCharacter) + { + AFCharacter->HandleStaggerChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetStunAttribute()) + { + SetStun(FMath::Clamp(GetStun(), 0.0f, GetMaxStun())); + if (AFCharacter) + { + AFCharacter->HandleStunChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetKnockdownAttribute()) + { + SetKnockdown(FMath::Clamp(GetKnockdown(), 0.0f, GetMaxKnockdown())); + if (AFCharacter) + { + AFCharacter->HandleKnockdownChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetExperiencePointsAttribute()) + { + float Difference = GetExperiencePoints() - GetMaxExperiencePoints(); + if (AFCharacter && Difference >= 0) + { + AFCharacter->HandleExperiencePointsChange(DeltaValue); + if (Difference >= 0) + { + AFCharacter->HandleCharacterLevelUp(); + } + } + } + + if (Data.EvaluatedData.Attribute == GetStormManaAttribute()) + { + SetStormMana(FMath::Clamp(GetStormMana(), 0.0f, GetMaxStormMana())); + if (AFCharacter) + { + AFCharacter->HandleStormManaChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetFormPointAttribute()) + { + SetFormPoint(FMath::Clamp(GetFormPoint(), 0.0f, GetMaxFormPoint())); + if (AFCharacter) + { + AFCharacter->HandleFormPointChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } + + if (Data.EvaluatedData.Attribute == GetBraveAttribute()) + { + bool BraveOverflow = GetBrave() > GetMaxBrave() ? FMath::IsNearlyEqual(GetBrave() - DeltaValue, GetMaxBrave()) : false; + SetBrave(FMath::Clamp(GetBrave(), 0.0f, GetMaxBrave())); + if (AFCharacter && !BraveOverflow) + { + AFCharacter->HandleBraveChange(DeltaValue, Data.EffectSpec.GetContext().GetInstigator()); + } + + } +} + +void UAFAttributeSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + DOREPLIFETIME(UAFAttributeSet, Health); + DOREPLIFETIME(UAFAttributeSet, MaxHealth); + DOREPLIFETIME(UAFAttributeSet, Mana); + DOREPLIFETIME(UAFAttributeSet, MaxMana); + DOREPLIFETIME(UAFAttributeSet, Stamina); + DOREPLIFETIME(UAFAttributeSet, MaxStamina); + DOREPLIFETIME(UAFAttributeSet, Stagger); + DOREPLIFETIME(UAFAttributeSet, MaxStagger); + DOREPLIFETIME(UAFAttributeSet, Stun); + DOREPLIFETIME(UAFAttributeSet, MaxStun); + DOREPLIFETIME(UAFAttributeSet, Knockdown); + DOREPLIFETIME(UAFAttributeSet, MaxKnockdown); + DOREPLIFETIME(UAFAttributeSet, ExperiencePoints); + DOREPLIFETIME(UAFAttributeSet, MaxExperiencePoints); + DOREPLIFETIME(UAFAttributeSet, StormMana); + DOREPLIFETIME(UAFAttributeSet, MaxStormMana); + DOREPLIFETIME(UAFAttributeSet, FormPoint); + DOREPLIFETIME(UAFAttributeSet, MaxFormPoint); + DOREPLIFETIME(UAFAttributeSet, BaseDamage); + DOREPLIFETIME(UAFAttributeSet, BaseResistance); + DOREPLIFETIME(UAFAttributeSet, EnergyDamage); + DOREPLIFETIME(UAFAttributeSet, EnergyResistance); + DOREPLIFETIME(UAFAttributeSet, Brave); + DOREPLIFETIME(UAFAttributeSet, MaxBrave); +} +void UAFAttributeSet::AdjustAttributeForMaxChange(FGameplayAttributeData& AffectedAttribute, const FGameplayAttributeData& MaxAttribute, float NewMaxValue, const FGameplayAttribute& AffectedAttributProperty) +{ + UAbilitySystemComponent* AbilitySyestemComponent = GetOwningAbilitySystemComponent(); + const float CurrentMaxValue = MaxAttribute.GetCurrentValue(); + if (!FMath::IsNearlyEqual(CurrentMaxValue, NewMaxValue) && AbilitySyestemComponent) + { + AbilitySyestemComponent->ApplyModToAttributeUnsafe(AffectedAttributProperty, EGameplayModOp::Override, NewMaxValue); + } +} +void UAFAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Health, OldHealth); +} + +void UAFAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxHealth, OldMaxHealth); +} + +void UAFAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Mana, OldMana); +} + +void UAFAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxMana, OldMaxMana); +} + +void UAFAttributeSet::OnRep_Stamina(const FGameplayAttributeData& OldStamina) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Stamina, OldStamina); +} + +void UAFAttributeSet::OnRep_MaxStamina(const FGameplayAttributeData& OldMaxStamina) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxStamina, OldMaxStamina); +} +void UAFAttributeSet::OnRep_Stagger(const FGameplayAttributeData& OldStagger) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Stagger, OldStagger); +} + +void UAFAttributeSet::OnRep_MaxStagger(const FGameplayAttributeData& OldMaxStagger) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxStagger, OldMaxStagger); +} + +void UAFAttributeSet::OnRep_Stun(const FGameplayAttributeData& OldStun) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Stun, OldStun); +} + +void UAFAttributeSet::OnRep_MaxStun(const FGameplayAttributeData& OldMaxStun) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxStun, OldMaxStun); +} +void UAFAttributeSet::OnRep_Knockdown(const FGameplayAttributeData& OldKnockdown) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Knockdown, OldKnockdown); +} + +void UAFAttributeSet::OnRep_MaxKnockdown(const FGameplayAttributeData& OldMaxKnockdown) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxKnockdown, OldMaxKnockdown); +} + +void UAFAttributeSet::OnRep_ExperiencePoints(const FGameplayAttributeData& OldExperiencePoints) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, ExperiencePoints, OldExperiencePoints); +} + +void UAFAttributeSet::OnRep_MaxExperiencePoints(const FGameplayAttributeData& OldMaxExperiencePoints) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxExperiencePoints, OldMaxExperiencePoints); +} + +void UAFAttributeSet::OnRep_FormPoint(const FGameplayAttributeData& OldFormPoint) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, FormPoint, OldFormPoint); +} + +void UAFAttributeSet::OnRep_MaxFormPoint(const FGameplayAttributeData& OldMaxFormPoint) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxFormPoint, OldMaxFormPoint); +} + +void UAFAttributeSet::OnRep_StormMana(const FGameplayAttributeData& OldStormMana) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, StormMana, OldStormMana); +} + +void UAFAttributeSet::OnRep_MaxStormMana(const FGameplayAttributeData& OldMaxStormMana) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxStormMana, OldMaxStormMana); +} + +void UAFAttributeSet::OnRep_BaseDamage(const FGameplayAttributeData& OldBaseDamage) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, BaseDamage, OldBaseDamage); +} + +void UAFAttributeSet::OnRep_BaseResistance(const FGameplayAttributeData& OldBaseResistance) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, BaseResistance, OldBaseResistance); +} + +void UAFAttributeSet::OnRep_EnergyDamage(const FGameplayAttributeData& OldEnergyDamage) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, EnergyDamage, OldEnergyDamage); +} + +void UAFAttributeSet::OnRep_EnergyResistance(const FGameplayAttributeData& OldEnergyResistance) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, EnergyResistance, OldEnergyResistance); +} +void UAFAttributeSet::OnRep_Brave(const FGameplayAttributeData& OldBrave) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, Brave, OldBrave); +} + +void UAFAttributeSet::OnRep_MaxBrave(const FGameplayAttributeData& OldMaxBrave) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAFAttributeSet, MaxBrave, OldMaxBrave); +} \ No newline at end of file diff --git a/Source/AFPrototype/Private/GAS/AfWeaponAttributeSet.cpp b/Source/AFPrototype/Private/GAS/AfWeaponAttributeSet.cpp new file mode 100644 index 00000000..4f46e069 --- /dev/null +++ b/Source/AFPrototype/Private/GAS/AfWeaponAttributeSet.cpp @@ -0,0 +1,37 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GAS/AfWeaponAttributeSet.h" +#include "Net/UnrealNetwork.h" + +UAfWeaponAttributeSet::UAfWeaponAttributeSet() +{ +} + +void UAfWeaponAttributeSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + DOREPLIFETIME(UAfWeaponAttributeSet, BaseDamage); + DOREPLIFETIME(UAfWeaponAttributeSet, BaseResistance); + DOREPLIFETIME(UAfWeaponAttributeSet, EnergyDamage); + DOREPLIFETIME(UAfWeaponAttributeSet, EnergyResistance); +} + +void UAfWeaponAttributeSet::OnRep_BaseDamage(const FGameplayAttributeData& OldBaseDamage) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAfWeaponAttributeSet, BaseDamage, OldBaseDamage); +} + +void UAfWeaponAttributeSet::OnRep_BaseResistance(const FGameplayAttributeData& OldBaseResistance) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAfWeaponAttributeSet, BaseResistance, OldBaseResistance); +} + +void UAfWeaponAttributeSet::OnRep_EnergyDamage(const FGameplayAttributeData& OldEnergyDamage) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAfWeaponAttributeSet, EnergyDamage, OldEnergyDamage); +} + +void UAfWeaponAttributeSet::OnRep_EnergyResistance(const FGameplayAttributeData& OldEnergyResistance) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(UAfWeaponAttributeSet, EnergyResistance, OldEnergyResistance); +} \ No newline at end of file diff --git a/Source/AFPrototype/Private/GAS/DamageExecutionCalculation.cpp b/Source/AFPrototype/Private/GAS/DamageExecutionCalculation.cpp new file mode 100644 index 00000000..478c86f8 --- /dev/null +++ b/Source/AFPrototype/Private/GAS/DamageExecutionCalculation.cpp @@ -0,0 +1,105 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GAS/DamageExecutionCalculation.h" +#include "GAS/AFAttributeSet.h" +#include "AbilitySystemComponent.h" + +struct BaseDamageStatics +{ + DECLARE_ATTRIBUTE_CAPTUREDEF(BaseDamage); + DECLARE_ATTRIBUTE_CAPTUREDEF(BaseResistance); + DECLARE_ATTRIBUTE_CAPTUREDEF(Health); + + BaseDamageStatics() + { + DEFINE_ATTRIBUTE_CAPTUREDEF(UAFAttributeSet, BaseDamage, Source, true); + DEFINE_ATTRIBUTE_CAPTUREDEF(UAFAttributeSet, BaseResistance, Target, true); + DEFINE_ATTRIBUTE_CAPTUREDEF(UAFAttributeSet, Health, Target, false); + } + + +}; + +static const BaseDamageStatics& GetBaseDamageStatics() +{ + static BaseDamageStatics DmgStatics; + return DmgStatics; +} + + +UDamageExecutionCalculation::UDamageExecutionCalculation() +{ + RelevantAttributesToCapture.Add(GetBaseDamageStatics().BaseDamageDef); + RelevantAttributesToCapture.Add(GetBaseDamageStatics().BaseResistanceDef); +} + +void UDamageExecutionCalculation::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const +{ + UAbilitySystemComponent* TargetAbilitySystemComponent = ExecutionParams.GetTargetAbilitySystemComponent(); + UAbilitySystemComponent* SourceAbilitySystemComponent = ExecutionParams.GetSourceAbilitySystemComponent(); + + AActor* SourceActor = SourceAbilitySystemComponent ? SourceAbilitySystemComponent->GetAvatarActor_Direct() : nullptr; + AActor* TargetActor = TargetAbilitySystemComponent ? TargetAbilitySystemComponent->GetAvatarActor_Direct() : nullptr; + + const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec(); + + const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags(); + const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags(); + + FAggregatorEvaluateParameters EvaluationParameters; + EvaluationParameters.SourceTags = SourceTags; + EvaluationParameters.TargetTags = TargetTags; + + float BaseDamage = 0.f; + ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(GetBaseDamageStatics().BaseDamageDef, EvaluationParameters, BaseDamage); + float WeaponDamage = GetWeaponDamage(SourceActor); + + float BaseResistance = 0.f; + ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(GetBaseDamageStatics().BaseResistanceDef, EvaluationParameters, BaseResistance); + if (BaseResistance == 0.0f) + { + BaseResistance = 1.0f; + } + + float BlockAbscorption = GetBlockAbscorption(TargetActor); + + float DamageDone = GetDamageMagnitude(SourceActor) * (BaseDamage + WeaponDamage) * (1 - (BaseResistance / 100)) * (1 - (BlockAbscorption / 100)); + + if (DamageDone > 0) + { + OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(GetBaseDamageStatics().HealthProperty, EGameplayModOp::Additive, -DamageDone)); + const_cast (this)->OnDamageDone(SourceActor, TargetActor, DamageDone); + + } + + else + { + const_cast (this)->OnFullDamageAbsorbed(SourceActor, TargetActor); + } +} + +float UDamageExecutionCalculation::GetDamageMagnitude_Implementation(AActor* SourceActor) const +{ + return 1.f; +} + +float UDamageExecutionCalculation::GetWeaponDamage_Implementation(AActor* SourceActor) const +{ + return 0.0f; +} + +float UDamageExecutionCalculation::GetBlockAbscorption_Implementation(AActor* TargetActor) const +{ + return 0.0f; +} + +void UDamageExecutionCalculation::OnFullDamageAbsorbed_Implementation(AActor* SourceActor, AActor* TargetActor) const +{ + UE_LOG(LogTemp, Log, TEXT("Full Base Damage from %s Absorbed: by %s"), *SourceActor->GetName(), *TargetActor->GetName()); +} + +void UDamageExecutionCalculation::OnDamageDone_Implementation(AActor* SourceActor, AActor* TargetActor, float Damage) const +{ + UE_LOG(LogTemp, Log, TEXT("Damage Done:"), *SourceActor->GetName(), *TargetActor->GetName()); +} diff --git a/Source/AFPrototype/Private/GAS/MyAbilitySystemComponent.cpp b/Source/AFPrototype/Private/GAS/MyAbilitySystemComponent.cpp new file mode 100644 index 00000000..fec41121 --- /dev/null +++ b/Source/AFPrototype/Private/GAS/MyAbilitySystemComponent.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GAS/MyAbilitySystemComponent.h" + diff --git a/Source/AFPrototype/Private/HelperFunctions.cpp b/Source/AFPrototype/Private/HelperFunctions.cpp new file mode 100644 index 00000000..7ed4fdfe --- /dev/null +++ b/Source/AFPrototype/Private/HelperFunctions.cpp @@ -0,0 +1,37 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HelperFunctions.h" + +AActor* UHelperFunctions::GetNextTarget(const TArray& Targets, AActor* ReferenceActor, AActor* CurrentTarget, bool bClockwise) +{ + if (Targets.Num() == 0 || !CurrentTarget) + { + return nullptr; + } + + TArray SortedTargets = Targets; + FVector ReferenceLocation = ReferenceActor->GetActorLocation(); + + SortedTargets.Sort([&ReferenceLocation, bClockwise](const AActor& First, const AActor& Second) + { + FVector LocationFirst = First.GetActorLocation(); + FVector LocationSecond = Second.GetActorLocation(); + + float AngleFirst = FMath::Atan2(LocationFirst.Y - ReferenceLocation.Y, LocationFirst.X - ReferenceLocation.X); + float AngleSecond = FMath::Atan2(LocationSecond.Y - ReferenceLocation.Y, LocationSecond.X - ReferenceLocation.X); + + AngleFirst = FMath::Fmod(AngleFirst + 2 * PI, 2 * PI); + AngleSecond = FMath::Fmod(AngleSecond + 2 * PI, 2 * PI); + + return bClockwise ? (AngleFirst < AngleSecond) : (AngleFirst > AngleSecond); + }); + + int32 CurrentTargetIndex = SortedTargets.IndexOfByKey(CurrentTarget); + if (CurrentTargetIndex == INDEX_NONE) + { + return nullptr; + } + int32 NextTargetIndex = (CurrentTargetIndex + 1) % SortedTargets.Num(); + return SortedTargets[NextTargetIndex]; +} diff --git a/Source/AFPrototype/Private/NPCAIController.cpp b/Source/AFPrototype/Private/NPCAIController.cpp new file mode 100644 index 00000000..3859f516 --- /dev/null +++ b/Source/AFPrototype/Private/NPCAIController.cpp @@ -0,0 +1,51 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "NPCAIController.h" +#include "Perception/AIPerceptionSystem.h" +#include + +void ANPCAIController::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + Super::SetGenericTeamId(NewTeamID); + UAIPerceptionSystem::GetCurrent(GetWorld())->UpdateListener(*GetAIPerceptionComponent()); +} + +ETeamAttitude::Type ANPCAIController::GetTeamAttitudeTowards(const AActor& Other) const +{ + const APawn* OtherPawn = Cast(&Other); + if (OtherPawn == nullptr) + { + return ETeamAttitude::Neutral; + } + + auto CharacterTeamAgent = Cast(&Other); + class IGenericTeamAgentInterface* ControllerTeamAgent = Cast(OtherPawn->GetController()); + if (CharacterTeamAgent == nullptr && ControllerTeamAgent == nullptr) + { + return ETeamAttitude::Neutral; + } + + FGenericTeamId OtherTeamId = FGenericTeamId(); + if (ControllerTeamAgent != nullptr) + { + OtherTeamId = ControllerTeamAgent->GetGenericTeamId(); + } + else if (CharacterTeamAgent != nullptr) + { + OtherTeamId = CharacterTeamAgent->GetGenericTeamId(); + } + + FGenericTeamId MyTeamId = GetGenericTeamId(); + if (OtherTeamId == EFraction::Civilians) + { + return ETeamAttitude::Neutral; + } + + if (OtherTeamId == MyTeamId) + { + return ETeamAttitude::Friendly; + } + + return ETeamAttitude::Hostile; +} \ No newline at end of file diff --git a/Source/AFPrototype/Private/NPCController.cpp b/Source/AFPrototype/Private/NPCController.cpp new file mode 100644 index 00000000..2dd6f035 --- /dev/null +++ b/Source/AFPrototype/Private/NPCController.cpp @@ -0,0 +1,51 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "NPCController.h" +#include "Perception/AIPerceptionSystem.h" +#include + +void ANPCController::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + Super::SetGenericTeamId(NewTeamID); + UAIPerceptionSystem::GetCurrent(GetWorld())->UpdateListener(*GetAIPerceptionComponent()); +} + +ETeamAttitude::Type ANPCController::GetTeamAttitudeTowards(const AActor& Other) const +{ + const APawn* OtherPawn = Cast(&Other); + if (OtherPawn == nullptr) + { + return ETeamAttitude::Neutral; + } + + auto CharacterTeamAgent = Cast(&Other); + class IGenericTeamAgentInterface* ControllerTeamAgent = Cast(OtherPawn->GetController()); + if (CharacterTeamAgent == nullptr && ControllerTeamAgent == nullptr) + { + return ETeamAttitude::Neutral; + } + + FGenericTeamId OtherTeamId = FGenericTeamId(); + if (ControllerTeamAgent != nullptr) + { + OtherTeamId = ControllerTeamAgent->GetGenericTeamId(); + } + else if (CharacterTeamAgent != nullptr) + { + OtherTeamId = CharacterTeamAgent->GetGenericTeamId(); + } + + FGenericTeamId MyTeamId = GetGenericTeamId(); + if (OtherTeamId == EFraction::Civilians) + { + return ETeamAttitude::Neutral; + } + + if (OtherTeamId == MyTeamId) + { + return ETeamAttitude::Friendly; + } + + return ETeamAttitude::Hostile; +} diff --git a/Source/AFPrototype/Public/AFCharacter.h b/Source/AFPrototype/Public/AFCharacter.h new file mode 100644 index 00000000..3c0c8110 --- /dev/null +++ b/Source/AFPrototype/Public/AFCharacter.h @@ -0,0 +1,292 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AbilitySystemInterface.h" +#include "GenericTeamAgentInterface.h" +#include "GAS/AFAttributeSet.h" +#include "GameFramework/Character.h" +#include "AFWeapon.h" +#include "AFCharacter.generated.h" + +UENUM(BlueprintType) +enum EFraction : int +{ + Friends = 0, + Enemise = 1, + Civilians = 255 +}; + +UENUM(BlueprintType) +enum EAbilitySlot : int +{ + LightAttack, + HeavyAttack, + SpecialAttack, + SecondaryAbility, + DectosAbility, + SecondDectosAbility, + SpecAbility, + ManaAdd, + HeavyStaggerAttack, + LightStaggerAttack, + Combo1, + Combo2, + Combo3, + Gimmick1, + Gimmick2, + AirAttack, + Dodge, + Roll, + Block, + Parry +}; + +UENUM(BlueprintType) +enum EWeaponSlot : int +{ + RightHand, + LeftHand +}; + +UCLASS() +class AFPROTOTYPE_API AAFCharacter : + public ACharacter, + public IAbilitySystemInterface, + public IGenericTeamAgentInterface, + public IGameplayTagAssetInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AAFCharacter(); + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual int32 GetCharacterLevel() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetHealth() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxHealth() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMana() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxMana() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetStamina() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxStamina() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetStagger() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxStagger() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetStun() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxStun() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetKnockdown() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxKnockdown() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetExperiencePoints() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxExperiencePoints() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetStormMana() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxStormMana() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetFormPoint() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxFormPoint() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetBrave() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + virtual float GetMaxBrave() const; + + UFUNCTION(BlueprintCallable, Category = "AF Attribute") + bool ActivateAbilitiesWithTag(FGameplayTagContainer AbilityTags, bool AllowRemoteActivation = true); + + UFUNCTION(BlueprintImplementableEvent) + void OnHealthChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnDead(); + + UFUNCTION(BlueprintImplementableEvent) + void OnStaminaChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnManaChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnOverload(); + + UFUNCTION(BlueprintImplementableEvent) + void OnStaggerChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnStaggered(); + + UFUNCTION(BlueprintImplementableEvent) + void OnStunChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnStuned(); + + UFUNCTION(BlueprintImplementableEvent) + void OnKnockdownChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnKnockdowned(); + + UFUNCTION(BlueprintImplementableEvent) + void OnXPChanged(float DeltaValue); + + UFUNCTION(BlueprintImplementableEvent) + void OnCharacterLevelUp(); + + UFUNCTION(BlueprintImplementableEvent) + void OnStormManaChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnStormOverload(); + + UFUNCTION(BlueprintImplementableEvent) + void OnFormPointChanged(float DeltaValue, AActor* Causer); + + UFUNCTION(BlueprintImplementableEvent) + void OnBraveChanged(float DeltaValue, AActor* Causer); + + + + UFUNCTION(BlueprintCallable, Category = "AF Abilites|Melee", meta = (DeprecatedFunction, DeprecatedMessage = "Use ActivateAbilityBySlot instead.")) + bool ActivateMelleAbility(bool AllowRemoteActivation = true); + + UFUNCTION(BlueprintCallable, Category = "AF Abilites") + virtual void GetActiveAbilitiesWithTag(FGameplayTagContainer AbilityTags, TArray& ActiveAbilities, bool MatchExactTag); + + UFUNCTION(BlueprintCallable, Category = "AF Abilites") + virtual void ApplyGameplayEffect(TSubclassOf GameplayEffect); + + UFUNCTION(BlueprintCallable, Category = "AF Abilites") + virtual bool CanApplyGameplayEffect(TSubclassOf GameplayEffect); + + UFUNCTION(BlueprintCallable, Category = "AF Abilites") + virtual bool EquipWeapon(AAFWeapon* Weapon, TEnumAsByte EquipSlot); + + UFUNCTION(BlueprintCallable, Category = "AF Abilites") + virtual bool ActivateAbilityBySlot(TEnumAsByte AbilitySlot, bool AllowRemoteActivation = true); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + UPROPERTY() + class UAbilitySystemComponent* AbilitySystemComponent; + + UPROPERTY() + class UAFAttributeSet* AttributeSet; + + UPROPERTY(EditAnywhere, Category = "AF Attribute") + int32 CharacterLevel; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Attribute") + TArray> DefaultAttributeEffects; + + UPROPERTY(EditAnywhere, Category = "AF Attribute|Debug") + bool EnableTestAbilities; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Attribute|Debug") + TArray> TestAbilities; + + virtual void SetTestAbilies(); + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilites|Melee") + TSubclassOf MeleeAbility; + + UPROPERTY() + FGameplayAbilitySpecHandle MeleeAbilitySpecHandle; + + virtual void SetMeleeAbility(); + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team) + TEnumAsByte Fraction = EFraction::Civilians; + + FGenericTeamId TeamId; + + TMap, FGameplayAbilitySpecHandle> SlotAbilityHandles; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + virtual void PossessedBy(AController* NewController) override; + + UAbilitySystemComponent* GetAbilitySystemComponent() const; + + virtual void HandleHealthChange(float DeltaValue, AActor* Causer); + + virtual void HandleStaminaChange(float DeltaValue, AActor* Causer); + + virtual void HandleManaChange(float DeltaValue, AActor* Causer); + + virtual void HandleStaggerChange(float DeltaValue, AActor* Causer); + + virtual void HandleStunChange(float DeltaValue, AActor* Causer); + + virtual void HandleKnockdownChange(float DeltaValue, AActor* Causer); + + virtual void HandleExperiencePointsChange(float DeltaValue); + + virtual void HandleCharacterLevelUp(); + + virtual void ApplyDefaultAttributesEffect(); + + virtual void RemoveDefaultAttributesEffect(); + + virtual void HandleStormManaChange(float DeltaValue, AActor* Causer); + + virtual void HandleFormPointChange(float DeltaValue, AActor* Causer); + + virtual void HandleBraveChange(float DeltaValue, AActor* Causer); + + // Унаследовано через IGameplayTagAssetInterface + void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override; + + virtual FGenericTeamId GetGenericTeamId() const override; + +protected: + virtual void ClearAbilitySlot(TEnumAsByte AbilitySlot); + + virtual void AddAbilityToSlot(TSubclassOf NewAbility, TEnumAsByte AbilitySlot); + + virtual void EquipRightHand(AAFWeapon* Weapon); + + virtual void EquipLeftHand(AAFWeapon* Weapon); + +}; diff --git a/Source/AFPrototype/Public/AFWeapon.h b/Source/AFPrototype/Public/AFWeapon.h new file mode 100644 index 00000000..87428135 --- /dev/null +++ b/Source/AFPrototype/Public/AFWeapon.h @@ -0,0 +1,115 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include +#include "GAS/AfWeaponAttributeSet.h" +#include "AbilitySystemInterface.h" +#include "AFWeapon.generated.h" + +UCLASS() +class AFPROTOTYPE_API AAFWeapon : public AActor, public IAbilitySystemInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AAFWeapon(); + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf LightAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf HeavyAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf SpecialAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf SecondaryAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf DectosAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf SecondDectosAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf LightStaggerAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf HeavyStaggerAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf ManaAddAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf DodgeAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf RollAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf BlockAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf ParryAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf Combo1Ability; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf Combo2Ability; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf Combo3Ability; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf AirAttackAbility; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf Gimmick1Ability; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TSubclassOf Gimmick2Ability; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Abilies") + TArray> SpecAbilities; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AF Weapon|Abilies") + TArray> WeaponEffects; + + UFUNCTION(BlueprintCallable, Category = "AF Weapon|Abilies") + virtual void ApplyWeaponEffects(); + + UFUNCTION(BlueprintCallable, Category = "AF Weapon|Abilies") + float GetBaseDamage(); + +protected: + UPROPERTY() + class UAbilitySystemComponent* AbilitySystemComponent; + + UPROPERTY() + class UAfWeaponAttributeSet* AttributeSet; + + + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY(EditAnywhere, Category = "AF Weapon|Attributes") + int32 WeaponLevel; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + + + // Унаследовано через IAbilitySystemInterface + UAbilitySystemComponent* GetAbilitySystemComponent() const override; + +}; diff --git a/Source/AFPrototype/Public/GAS/AFAttributeSet.h b/Source/AFPrototype/Public/GAS/AFAttributeSet.h new file mode 100644 index 00000000..1673db90 --- /dev/null +++ b/Source/AFPrototype/Public/GAS/AFAttributeSet.h @@ -0,0 +1,211 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AttributeSet.h" +#include "AbilitySystemComponent.h" +#include "AFAttributeSet.generated.h" + + +#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName) +/** + * + */ +UCLASS() +class AFPROTOTYPE_API UAFAttributeSet : public UAttributeSet +{ + GENERATED_BODY() + +public: + UAFAttributeSet(); + + virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; + + virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override; + + virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Health) + FGameplayAttributeData Health; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Health); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxHealth) + FGameplayAttributeData MaxHealth; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxHealth); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Mana) + FGameplayAttributeData Mana; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Mana); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxMana) + FGameplayAttributeData MaxMana; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxMana); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Stamina) + FGameplayAttributeData Stamina; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Stamina); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxStamina) + FGameplayAttributeData MaxStamina; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxStamina); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Stagger) + FGameplayAttributeData Stagger; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Stagger); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxStagger) + FGameplayAttributeData MaxStagger; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxStagger); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Stun) + FGameplayAttributeData Stun; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Stun); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxStun) + FGameplayAttributeData MaxStun; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxStun); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Knockdown) + FGameplayAttributeData Knockdown; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Knockdown); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxKnockdown) + FGameplayAttributeData MaxKnockdown; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxKnockdown); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_ExperiencePoints) + FGameplayAttributeData ExperiencePoints; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, ExperiencePoints); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxExperiencePoints) + FGameplayAttributeData MaxExperiencePoints; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxExperiencePoints); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_StormMana) + FGameplayAttributeData StormMana; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, StormMana); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxStormMana) + FGameplayAttributeData MaxStormMana; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxStormMana); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_FormPoint) + FGameplayAttributeData FormPoint; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, FormPoint); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxFormPoint) + FGameplayAttributeData MaxFormPoint; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxFormPoint); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_BaseDamage) + FGameplayAttributeData BaseDamage; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, BaseDamage); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_BaseResistance) + FGameplayAttributeData BaseResistance; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, BaseResistance); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_EnergyDamage) + FGameplayAttributeData EnergyDamage; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, EnergyDamage); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_EnergyResistance) + FGameplayAttributeData EnergyResistance; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, EnergyResistance); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_Brave) + FGameplayAttributeData Brave; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, Brave); + + UPROPERTY(BlueprintReadOnly, Category = "AF Attribute", ReplicatedUsing = OnRep_MaxBrave) + FGameplayAttributeData MaxBrave; + ATTRIBUTE_ACCESSORS(UAFAttributeSet, MaxBrave); + + +protected: + + UFUNCTION() + void AdjustAttributeForMaxChange( + FGameplayAttributeData& AffectedAttribute, + const FGameplayAttributeData& MaxAttribute, + float NewMaxValue, + const FGameplayAttribute& AffectedAttributProperty); + + UFUNCTION() + virtual void OnRep_Health(const FGameplayAttributeData& OldHealth); + + UFUNCTION() + virtual void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth); + + UFUNCTION() + virtual void OnRep_Mana(const FGameplayAttributeData& OldMana); + + UFUNCTION() + virtual void OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana); + + UFUNCTION() + virtual void OnRep_Stamina(const FGameplayAttributeData& OldStamina); + + UFUNCTION() + virtual void OnRep_MaxStamina(const FGameplayAttributeData& OldMaxStamina); + + UFUNCTION() + virtual void OnRep_Stagger(const FGameplayAttributeData& OldStagger); + + UFUNCTION() + virtual void OnRep_MaxStagger(const FGameplayAttributeData& OldMaxStagger); + + UFUNCTION() + virtual void OnRep_Stun(const FGameplayAttributeData& OldStun); + + UFUNCTION() + virtual void OnRep_MaxStun(const FGameplayAttributeData& OldMaxStun); + + UFUNCTION() + virtual void OnRep_Knockdown(const FGameplayAttributeData& OldKnockdown); + + UFUNCTION() + virtual void OnRep_MaxKnockdown(const FGameplayAttributeData& OldMaxKnockdown); + + UFUNCTION() + virtual void OnRep_ExperiencePoints(const FGameplayAttributeData& OldExperiencePoints); + + UFUNCTION() + virtual void OnRep_MaxExperiencePoints(const FGameplayAttributeData& OldMaxExperiencePoints); + + UFUNCTION() + virtual void OnRep_StormMana(const FGameplayAttributeData& OldStormMana); + + UFUNCTION() + virtual void OnRep_MaxStormMana(const FGameplayAttributeData& OldMaxStormMana); + + UFUNCTION() + virtual void OnRep_FormPoint(const FGameplayAttributeData& OldFormPoint); + + UFUNCTION() + virtual void OnRep_MaxFormPoint(const FGameplayAttributeData& OldMaxFormPoint); + + UFUNCTION() + virtual void OnRep_BaseDamage(const FGameplayAttributeData& OldBaseDamage); + + UFUNCTION() + virtual void OnRep_BaseResistance(const FGameplayAttributeData& OldBaseResistance); + + UFUNCTION() + virtual void OnRep_EnergyDamage(const FGameplayAttributeData& OldEnergyDamage); + + UFUNCTION() + virtual void OnRep_EnergyResistance(const FGameplayAttributeData& OldEnergyResistance); + + UFUNCTION() + virtual void OnRep_Brave(const FGameplayAttributeData& OldBrave); + + UFUNCTION() + virtual void OnRep_MaxBrave(const FGameplayAttributeData& OldMaxBrave); +}; + diff --git a/Source/AFPrototype/Public/GAS/AfWeaponAttributeSet.h b/Source/AFPrototype/Public/GAS/AfWeaponAttributeSet.h new file mode 100644 index 00000000..327cc2eb --- /dev/null +++ b/Source/AFPrototype/Public/GAS/AfWeaponAttributeSet.h @@ -0,0 +1,58 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AttributeSet.h" +#include "AbilitySystemComponent.h" +#include "AfWeaponAttributeSet.generated.h" + +#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName) + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API UAfWeaponAttributeSet : public UAttributeSet +{ + GENERATED_BODY() + +public: + UAfWeaponAttributeSet(); + virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; + + UPROPERTY(BlueprintReadOnly, Category = "AF Weapon|Attributes", ReplicatedUsing = OnRep_BaseDamage) + FGameplayAttributeData BaseDamage; + ATTRIBUTE_ACCESSORS(UAfWeaponAttributeSet, BaseDamage); + + UPROPERTY(BlueprintReadOnly, Category = "AF Weapon|Attributes", ReplicatedUsing = OnRep_BaseResistance) + FGameplayAttributeData BaseResistance; + ATTRIBUTE_ACCESSORS(UAfWeaponAttributeSet, BaseResistance); + + UPROPERTY(BlueprintReadOnly, Category = "AF Weapon|Attributes", ReplicatedUsing = OnRep_EnergyDamage) + FGameplayAttributeData EnergyDamage; + ATTRIBUTE_ACCESSORS(UAfWeaponAttributeSet, EnergyDamage); + + UPROPERTY(BlueprintReadOnly, Category = "AF Weapon|Attributes", ReplicatedUsing = OnRep_EnergyResistance) + FGameplayAttributeData EnergyResistance; + ATTRIBUTE_ACCESSORS(UAfWeaponAttributeSet, EnergyResistance); + + +protected: + UFUNCTION() + virtual void OnRep_BaseDamage(const FGameplayAttributeData& OldBaseDamage); + + UFUNCTION() + virtual void OnRep_BaseResistance(const FGameplayAttributeData& OldBaseResistance); + + UFUNCTION() + virtual void OnRep_EnergyDamage(const FGameplayAttributeData& OldEnergyDamage); + + UFUNCTION() + virtual void OnRep_EnergyResistance(const FGameplayAttributeData& OldEnergyResistance); + +}; diff --git a/Source/AFPrototype/Public/GAS/DamageExecutionCalculation.h b/Source/AFPrototype/Public/GAS/DamageExecutionCalculation.h new file mode 100644 index 00000000..ce3edcaf --- /dev/null +++ b/Source/AFPrototype/Public/GAS/DamageExecutionCalculation.h @@ -0,0 +1,43 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayEffectExecutionCalculation.h" +#include "DamageExecutionCalculation.generated.h" + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API UDamageExecutionCalculation : public UGameplayEffectExecutionCalculation +{ + GENERATED_BODY() + +public: + UDamageExecutionCalculation(); + + virtual void Execute_Implementation( + const FGameplayEffectCustomExecutionParameters& ExecutionParams, + OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override; + +protected: + UFUNCTION(BlueprintNativeEvent, Category = "AF Attribute|Calculations") + float GetDamageMagnitude(AActor* SourceActor) const; + + UFUNCTION(BlueprintNativeEvent, Category = "AF Attribute|Calculations") + float GetWeaponDamage(AActor* SourceActor) const; + + UFUNCTION(BlueprintNativeEvent, Category = "AF Attribute|Calculations") + float GetBlockAbscorption(AActor* TargetActor) const; + + UFUNCTION(BlueprintNativeEvent, Category = "AF Attribute|Calculations") + void OnFullDamageAbsorbed(AActor* SourceActor, AActor* TargetActor); + + virtual void OnFullDamageAbsorbed_Implementation(AActor* SourceActor, AActor* TargetActor) const; + + UFUNCTION(BlueprintNativeEvent, Category = "AF Attribute|Calculations") + void OnDamageDone(AActor* SourceActor, AActor* TargetActor, float Damage); + + virtual void OnDamageDone_Implementation(AActor* SourceActor, AActor* TargetActor, float Damage) const; +}; \ No newline at end of file diff --git a/Source/AFPrototype/Public/GAS/MyAbilitySystemComponent.h b/Source/AFPrototype/Public/GAS/MyAbilitySystemComponent.h new file mode 100644 index 00000000..c8a787b8 --- /dev/null +++ b/Source/AFPrototype/Public/GAS/MyAbilitySystemComponent.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AbilitySystemComponent.h" +#include "MyAbilitySystemComponent.generated.h" + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API UMyAbilitySystemComponent : public UAbilitySystemComponent +{ + GENERATED_BODY() + +}; diff --git a/Source/AFPrototype/Public/GAS/desktop.ini b/Source/AFPrototype/Public/GAS/desktop.ini new file mode 100644 index 00000000..ab17096e --- /dev/null +++ b/Source/AFPrototype/Public/GAS/desktop.ini @@ -0,0 +1,4 @@ +[ViewState] +Mode= +Vid= +FolderType=Documents diff --git a/Source/AFPrototype/Public/HelperFunctions.h b/Source/AFPrototype/Public/HelperFunctions.h new file mode 100644 index 00000000..a25d2d51 --- /dev/null +++ b/Source/AFPrototype/Public/HelperFunctions.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "HelperFunctions.generated.h" + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API UHelperFunctions : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, Category = "AF Framework|Helper") + static AActor* GetNextTarget(const TArray& Targets, AActor* ReferenceActor, AActor* CurrentTarget, bool bClockwise = true); +}; diff --git a/Source/AFPrototype/Public/NPCAIController.h b/Source/AFPrototype/Public/NPCAIController.h new file mode 100644 index 00000000..144d4be4 --- /dev/null +++ b/Source/AFPrototype/Public/NPCAIController.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "DetourCrowdAIController.h" +#include "NPCAIController.generated.h" + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API ANPCAIController : public ADetourCrowdAIController +{ + GENERATED_BODY() + +public: + + void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + +protected: + + virtual ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override; +}; diff --git a/Source/AFPrototype/Public/NPCController.h b/Source/AFPrototype/Public/NPCController.h new file mode 100644 index 00000000..f939d0fa --- /dev/null +++ b/Source/AFPrototype/Public/NPCController.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AIController.h" +#include "NPCController.generated.h" + +/** + * + */ +UCLASS() +class AFPROTOTYPE_API ANPCController : public AAIController +{ + GENERATED_BODY() + +public: + + void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + +protected: + + virtual ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override; + +}; diff --git a/Source/AFPrototypeEditor.Target.cs b/Source/AFPrototypeEditor.Target.cs new file mode 100644 index 00000000..b5817dfc --- /dev/null +++ b/Source/AFPrototypeEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class AFPrototypeEditorTarget : TargetRules +{ + public AFPrototypeEditorTarget( TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V6; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; + ExtraModuleNames.Add("AFPrototype"); + } +}