Updated drop collision layer
Signed-off-by: TjgL <lithmoneo@gmail.com>
This commit is contained in:
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30dc0ec1b4
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13c0dbe486
@ -131,9 +131,11 @@ ManualIPAddress=
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Bullet",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Bullet",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+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.")
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+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.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Bullet",Response=ECR_Ignore)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Bullet",Response=ECR_Ignore)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="Drop",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Drop",CustomResponses=,HelpMessage="Needs description")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Bullet")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Bullet")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Enemy")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Enemy")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Projectile")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Projectile")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Drop")
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+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
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+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
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+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Bullet",Response=ECR_Overlap)))
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+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Bullet",Response=ECR_Overlap)))
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+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
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+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
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BIN
Content/Legumix/Drops/BP_DropRevolver.uasset
(Stored with Git LFS)
BIN
Content/Legumix/Drops/BP_DropRevolver.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Legumix/Drops/BP_DropShotgun.uasset
(Stored with Git LFS)
BIN
Content/Legumix/Drops/BP_DropShotgun.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Legumix/Drops/BP_HealthPack.uasset
(Stored with Git LFS)
BIN
Content/Legumix/Drops/BP_HealthPack.uasset
(Stored with Git LFS)
Binary file not shown.
@ -14,6 +14,7 @@ ALMItemDrop::ALMItemDrop()
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void ALMItemDrop::BeginPlay()
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void ALMItemDrop::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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SpawnLocation = GetActorLocation();
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GetWorldTimerManager().SetTimer(DespawnHandle, this, &ALMItemDrop::Despawn, TimeBeforeDespawn);
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GetWorldTimerManager().SetTimer(DespawnHandle, this, &ALMItemDrop::Despawn, TimeBeforeDespawn);
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}
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}
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@ -24,6 +24,9 @@ private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<UStaticMeshComponent> StaticMeshComponent;
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TObjectPtr<UStaticMeshComponent> StaticMeshComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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FVector SpawnLocation;
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public:
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public:
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ALMItemDrop();
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ALMItemDrop();
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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@ -34,6 +37,8 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void OnPackConsumed();
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void OnPackConsumed();
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FVector GetSpawnLocation() { return SpawnLocation; }
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protected:
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protected:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void Despawn();
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void Despawn();
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