Add move camera start game, rebinde buttons for playr controller

This commit is contained in:
2020-01-23 16:36:22 +05:00
parent 2265cf523e
commit 2e001d03e8
35 changed files with 34 additions and 13 deletions
+6 -6
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@@ -1,5 +1,11 @@
[/Script/Engine.InputSettings]
+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_Left_Trackpad_Touch",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))
@@ -64,12 +70,6 @@
+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_Left_Trackpad_Touch",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))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
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+13 -4
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@@ -8,7 +8,7 @@
ARailwayCarriage::ARailwayCarriage()
{
// 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;
//PrimaryActorTick.bCanEverTick = false;
// root
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
RootComponent = Root;
@@ -16,6 +16,14 @@ ARailwayCarriage::ARailwayCarriage()
// body mesh railway
railwayBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("railway"));
railwayBody->AttachTo(Root);
wheel_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_0"));
wheel_0->AttachTo(railwayBody);
wheel_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_1"));
wheel_1->AttachTo(railwayBody);
wheel_2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_2"));
wheel_2->AttachTo(railwayBody);
wheel_3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_3"));
wheel_3->AttachTo(railwayBody);
@@ -25,13 +33,14 @@ ARailwayCarriage::ARailwayCarriage()
void ARailwayCarriage::BeginPlay()
{
Super::BeginPlay();
}
oldLocation = GetActorLocation();
}
/*
// Called every frame
void ARailwayCarriage::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
*/
+15 -3
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@@ -19,17 +19,29 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
//root component
UPROPERTY()
UPROPERTY(BlueprintReadWrite)
USceneComponent* Root;
// meshes
UPROPERTY(EditAnyWhere, Category = "Meshes")
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* railwayBody;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* wheel_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
UStaticMeshComponent* wheel_1;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* wheel_2;
UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
UStaticMeshComponent* wheel_3;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category ="Location")
FVector oldLocation;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
//virtual void Tick(float DeltaTime) override;
};