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2 Commits

Author SHA1 Message Date
baz 01efe40a15 Add FPWeapon 2024-05-10 18:03:33 +01:00
baz e97ed90ffd Replace SkeletalMesh with SkeletalMeshComponent 2024-05-10 18:03:22 +01:00
25 changed files with 77 additions and 8 deletions

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Content/Weapons/FPWeapon/Materials/BaseMaterial.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Materials/M_FPGun.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Mesh/SK_FPGun.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Mesh/SK_FPGun_Physics.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Mesh/SK_FPGun_PhysicsAsset.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Textures/T_FPGun_M.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FPWeapon/Textures/T_FPGun_N.uasset (Stored with Git LFS) Normal file

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@ -188,6 +188,7 @@ AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
Weapon->SetOwner(this);
Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
Weapon->SetActorEnableCollision(false);
Weapon->SetActorHiddenInGame(true);

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@ -11,7 +11,7 @@ ARandomWeapon::ARandomWeapon()
void ARandomWeapon::BeginPlay()
{
WeaponProperties = RandomWeaponParameters->GenerateRandomWeaponProperties();
WeaponSkeletalMesh = RandomWeaponParameters->PickRandomMesh();
WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(RandomWeaponParameters->PickRandomMesh());
FireSound = RandomWeaponParameters->PickRandomSoundBase();
FieldSystemActor = RandomWeaponParameters->PickRandomFieldSystem();

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@ -7,6 +7,13 @@
// Sets default values
AWeapon::AWeapon()
{
WeaponSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh Component"));
WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("NoCollision"));
WeaponSkeletalMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
WeaponSkeletalMeshComponent->SetSimulatePhysics(false);
WeaponSkeletalMeshComponent->SetGenerateOverlapEvents(false);
WeaponSkeletalMeshComponent->SetNotifyRigidBodyCollision(false);
SetRootComponent(WeaponSkeletalMeshComponent);
}
// Called when the game starts or when spawned
@ -19,12 +26,12 @@ void AWeapon::BeginPlay()
USkeletalMesh* AWeapon::GetSkeletalMesh()
{
return WeaponSkeletalMesh;
return WeaponSkeletalMeshComponent->GetSkeletalMeshAsset();
}
void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
{
WeaponSkeletalMesh = USkeletalMesh;
WeaponSkeletalMeshComponent->SetSkeletalMeshAsset(USkeletalMesh);
}
TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()

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@ -29,8 +29,8 @@ class NAKATOMI_API AWeapon : public AActor
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly)
USkeletalMesh* WeaponSkeletalMesh = nullptr;
UPROPERTY(BlueprintReadWrite)
USkeletalMeshComponent* WeaponSkeletalMeshComponent;
UPROPERTY(EditDefaultsOnly)
TEnumAsByte<WeaponState> CurrentWeaponStatus;
@ -65,6 +65,7 @@ public:
protected:
// Called when the game starts or when spawned
UFUNCTION(Blueprintable, BlueprintCallable)
virtual void BeginPlay() override;
public: