Move WorldBuilding plugin out of Restricted folder (make it public)

#jira UE-116901
#rb trivial

[CL 16537687 by Patrick Enfedaque in ue5-main branch]
This commit is contained in:
Patrick Enfedaque
2021-06-02 15:00:27 -04:00
parent 0deae4f095
commit 139b7dfe40
15 changed files with 1109 additions and 0 deletions
@@ -0,0 +1,2 @@
[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="OldActorType",NewClassName="NewActorType")
@@ -0,0 +1,7 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TestClassRedirectors/NewActorType.h"
ANewActorType::ANewActorType(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{}
@@ -0,0 +1,29 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "WorldBuildingCharacterMovement.h"
#include "WorldBuildingPawn.h"
//----------------------------------------------------------------------//
// UWorldBuildingCharacterMovement
//----------------------------------------------------------------------//
UWorldBuildingCharacterMovement::UWorldBuildingCharacterMovement(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
float UWorldBuildingCharacterMovement::GetMaxSpeed() const
{
float MaxSpeed = Super::GetMaxSpeed();
const AWorldBuildingPawn* Pawn = Cast<AWorldBuildingPawn>(PawnOwner);
if (Pawn)
{
if (Pawn->IsRunning())
{
MaxSpeed *= Pawn->GetRunningSpeedModifier();
}
}
return MaxSpeed;
}
@@ -0,0 +1,14 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/CharacterMovementComponent.h"
#include "WorldBuildingCharacterMovement.generated.h"
UCLASS()
class UWorldBuildingCharacterMovement : public UCharacterMovementComponent
{
GENERATED_UCLASS_BODY()
virtual float GetMaxSpeed() const override;
};
@@ -0,0 +1,10 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "WorldBuildingGameMode.h"
#include "WorldBuildingPawn.h"
AWorldBuildingGameMode::AWorldBuildingGameMode(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
DefaultPawnClass = AWorldBuildingPawn::StaticClass();
}
@@ -0,0 +1,12 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/GameMode.h"
#include "WorldBuildingGameMode.generated.h"
UCLASS()
class AWorldBuildingGameMode : public AGameMode
{
GENERATED_UCLASS_BODY()
};
@@ -0,0 +1,15 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "WorldBuildingModule.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_MODULE(FWorldBuildingModule, WorldBuilding);
void FWorldBuildingModule::StartupModule()
{
}
void FWorldBuildingModule::ShutdownModule()
{
}
@@ -0,0 +1,22 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IWorldBuildingModule.h"
/**
* The module holding all of the UI related pieces for SubLevels management
*/
class FWorldBuildingModule : public IWorldBuildingModule
{
public:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule() override;
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule() override;
};
@@ -0,0 +1,191 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "WorldBuildingPawn.h"
#include "WorldBuildingCharacterMovement.h"
#include "UObject/ConstructorHelpers.h"
#include "Net/UnrealNetwork.h"
#include "GameFramework/PlayerInput.h"
#include "GameFramework/Controller.h"
#include "Engine/StaticMesh.h"
#include "Components/StaticMeshComponent.h"
#include "Components/InputComponent.h"
FName AWorldBuildingPawn::MeshComponentName(TEXT("MeshComponent0"));
AWorldBuildingPawn::AWorldBuildingPawn(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UWorldBuildingCharacterMovement>(ACharacter::CharacterMovementComponentName))
{
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
RunningSpeedModifier = 2.5f;
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh;
FConstructorStatics()
: SphereMesh(TEXT("/Engine/BasicShapes/Sphere")) {}
};
static FConstructorStatics ConstructorStatics;
// Visuals only
MeshComponent = CreateOptionalDefaultSubobject<UStaticMeshComponent>(AWorldBuildingPawn::MeshComponentName);
if (MeshComponent)
{
MeshComponent->SetStaticMesh(ConstructorStatics.SphereMesh.Object);
MeshComponent->AlwaysLoadOnClient = true;
MeshComponent->AlwaysLoadOnServer = true;
MeshComponent->bOwnerNoSee = true;
MeshComponent->bCastDynamicShadow = true;
MeshComponent->bAffectDynamicIndirectLighting = false;
MeshComponent->bAffectDistanceFieldLighting = false;
MeshComponent->bVisibleInRayTracing = false;
MeshComponent->PrimaryComponentTick.TickGroup = TG_PrePhysics;
MeshComponent->SetupAttachment(RootComponent);
// No need for Collision because base class ACharacter as a Capsule component
MeshComponent->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
MeshComponent->SetGenerateOverlapEvents(false);
MeshComponent->SetCanEverAffectNavigation(false);
}
}
void AWorldBuildingPawn::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(AWorldBuildingPawn, bWantsToRun, COND_SkipOwner);
}
void AWorldBuildingPawn::SetupPlayerInputComponent(UInputComponent* InInputComponent)
{
static bool bBindingsAdded = false;
if (!bBindingsAdded)
{
bBindingsAdded = true;
// Do our own mapping to not depend on DefaultInput.ini
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveForward", EKeys::W, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveForward", EKeys::S, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveForward", EKeys::Up, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveForward", EKeys::Down, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveForward", EKeys::Gamepad_LeftY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveRight", EKeys::A, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveRight", EKeys::D, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveRight", EKeys::Gamepad_LeftX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::Gamepad_LeftThumbstick, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::Gamepad_RightThumbstick, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::Gamepad_FaceButton_Bottom, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::LeftControl, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::SpaceBar, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::C, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::E, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_MoveUp", EKeys::Q, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_TurnRate", EKeys::Gamepad_RightX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_TurnRate", EKeys::Left, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_TurnRate", EKeys::Right, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_Turn", EKeys::MouseX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_LookUpRate", EKeys::Gamepad_RightY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("WorldBuildingPawn_LookUp", EKeys::MouseY, -1.f));
UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("WorldBuildingPawn_Run", EKeys::LeftShift));
UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("WorldBuildingPawn_Run", EKeys::Gamepad_LeftShoulder));
}
check(InInputComponent);
InInputComponent->BindAxis("WorldBuildingPawn_MoveForward", this, &AWorldBuildingPawn::MoveForward);
InInputComponent->BindAxis("WorldBuildingPawn_MoveRight", this, &AWorldBuildingPawn::MoveRight);
InInputComponent->BindAxis("WorldBuildingPawn_MoveUp", this, &AWorldBuildingPawn::MoveUp_World);
InInputComponent->BindAxis("WorldBuildingPawn_Turn", this, &AWorldBuildingPawn::AddControllerYawInput);
InInputComponent->BindAxis("WorldBuildingPawn_TurnRate", this, &AWorldBuildingPawn::TurnAtRate);
InInputComponent->BindAxis("WorldBuildingPawn_LookUp", this, &AWorldBuildingPawn::AddControllerPitchInput);
InInputComponent->BindAxis("WorldBuildingPawn_LookUpRate", this, &AWorldBuildingPawn::LookUpAtRate);
InInputComponent->BindAction("WorldBuildingPawn_Run", IE_Pressed, this, &AWorldBuildingPawn::OnStartRunning);
InInputComponent->BindAction("WorldBuildingPawn_Run", IE_Released, this, &AWorldBuildingPawn::OnStopRunning);
}
bool AWorldBuildingPawn::IsRunning() const
{
if (!GetCharacterMovement())
{
return false;
}
return bWantsToRun && !GetVelocity().IsZero() && (GetVelocity().GetSafeNormal2D() | GetActorForwardVector()) > -0.1;
}
void AWorldBuildingPawn::MoveRight(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::Y), Val);
}
}
}
void AWorldBuildingPawn::MoveForward(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::X), Val);
}
}
}
void AWorldBuildingPawn::MoveUp_World(float Val)
{
if (Val != 0.f)
{
AddMovementInput(FVector::UpVector, Val);
}
}
void AWorldBuildingPawn::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
void AWorldBuildingPawn::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
void AWorldBuildingPawn::OnStartRunning()
{
SetRunning(true);
}
void AWorldBuildingPawn::OnStopRunning()
{
SetRunning(false);
}
void AWorldBuildingPawn::SetRunning(bool bNewRunning)
{
bWantsToRun = bNewRunning;
if (GetLocalRole() < ROLE_Authority)
{
ServerSetRunning(bNewRunning);
}
}
void AWorldBuildingPawn::ServerSetRunning_Implementation(bool bNewRunning)
{
SetRunning(bNewRunning);
}
@@ -0,0 +1,52 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "WorldBuildingPawn.generated.h"
class UInputComponent;
class UStaticMeshComponent;
UCLASS()
class AWorldBuildingPawn : public ACharacter
{
GENERATED_UCLASS_BODY()
public:
virtual void SetupPlayerInputComponent(UInputComponent* InInputComponent) override;
bool IsRunning() const;
float GetRunningSpeedModifier() const { return RunningSpeedModifier; }
protected:
void MoveForward(float Val);
void MoveRight(float Val);
void MoveUp_World(float Val);
void TurnAtRate(float Rate);
void LookUpAtRate(float Rate);
void OnStartRunning();
void OnStopRunning();
void SetRunning(bool bNewRunning);
UFUNCTION(reliable, server)
void ServerSetRunning(bool bNewRunning);
/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
static FName MeshComponentName;
public:
/** The mesh associated with this Pawn. */
UPROPERTY()
TObjectPtr<UStaticMeshComponent> MeshComponent;
/** current running state */
UPROPERTY(Transient, Replicated)
uint8 bWantsToRun : 1;
private:
float BaseTurnRate;
float BaseLookUpRate;
float RunningSpeedModifier;
};
@@ -0,0 +1,13 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
/**
* The module holding all WorldBuilding runtime test code
*/
class IWorldBuildingModule : public IModuleInterface
{
};
@@ -0,0 +1,14 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Actor.h"
#include "NewActorType.generated.h"
UCLASS()
class ANewActorType : public AActor
{
GENERATED_UCLASS_BODY()
};
@@ -0,0 +1,46 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class WorldBuilding : ModuleRules
{
public WorldBuilding(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"WorldBuilding/Private",
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"InputCore",
"CoreUObject",
"Engine",
"EngineSettings",
// ... add private dependencies that you statically link with here ...
}
);
}
}
@@ -0,0 +1,24 @@
{
"FileVersion": 1,
"Version": 1,
"VersionName": "World Building",
"FriendlyName": "World Building",
"Description": "UE Plugin for World Building Team.",
"Category": "Open World",
"CreatedBy": "Epic",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"EnabledByDefault": false,
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "WorldBuilding",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
}