add meshes to ship

This commit is contained in:
2020-10-02 14:47:06 +05:00
parent 06c58b4170
commit 5883f5e60f
31 changed files with 1669 additions and 52776 deletions
@@ -2,6 +2,6 @@
"BuildId": "14379109",
"Modules":
{
"ShipPresentation": "UE4Editor-ShipPresentation.dll"
"ShipPresentation": "UE4Editor-ShipPresentation-0009.dll"
}
}
Binary file not shown.
@@ -1,3 +1,38 @@
Using 'git status' to determine working set for adaptive non-unity build (D:\UE4Projects\ShipPresentation).
Target is up to date
Total execution time: 0,61 seconds
Invalidating makefile for ShipPresentationEditor (cpp_Ship.cpp modified)
Parsing headers for ShipPresentationEditor
Running UnrealHeaderTool "D:\UE4Projects\ShipPresentation\ShipPresentation\ShipPresentation.uproject" "D:\UE4Projects\ShipPresentation\ShipPresentation\Intermediate\Build\Win64\ShipPresentationEditor\Development\ShipPresentationEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Andrey\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for ShipPresentationEditor in 4,2551984 seconds
Building ShipPresentationEditor...
Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 6 actions with 24 processes...
[1/6] ShipPresentation.init.gen.cpp
[2/6] cpp_Ship.cpp
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(16): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(18): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(20): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(22): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(27): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(29): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(32): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(34): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(37): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(39): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(41): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(43): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(45): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(47): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(49): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(51): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(55): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(57): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(59): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UE4Projects\ShipPresentation\ShipPresentation\Source\ShipPresentation\Private\cpp_Ship.cpp(61): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
[3/6] cpp_Ship.gen.cpp
[4/6] UE4Editor-ShipPresentation-0009.lib
Creating library D:\UE4Projects\ShipPresentation\ShipPresentation\Intermediate\Build\Win64\UE4Editor\Development\ShipPresentation\UE4Editor-ShipPresentation-0009.lib and object D:\UE4Projects\ShipPresentation\ShipPresentation\Intermediate\Build\Win64\UE4Editor\Development\ShipPresentation\UE4Editor-ShipPresentation-0009.exp
[5/6] UE4Editor-ShipPresentation-0009.dll
Creating library D:\UE4Projects\ShipPresentation\ShipPresentation\Intermediate\Build\Win64\UE4Editor\Development\ShipPresentation\UE4Editor-ShipPresentation-0009.suppressed.lib and object D:\UE4Projects\ShipPresentation\ShipPresentation\Intermediate\Build\Win64\UE4Editor\Development\ShipPresentation\UE4Editor-ShipPresentation-0009.suppressed.exp
[6/6] ShipPresentationEditor.target
Total time in Parallel executor: 1,62 seconds
Total execution time: 8,25 seconds
@@ -21,7 +21,7 @@ void EmptyLinkFunctionForGeneratedCodeShipPresentation_init() {}
nullptr,
0,
PKG_CompiledIn | 0x00000000,
0x34F56B39,
0x86BBD146,
0x40E1B266,
METADATA_PARAMS(nullptr, 0)
};
@@ -69,6 +69,54 @@ void EmptyLinkFunctionForGeneratedCodecpp_Ship() {}
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_mainCaliberGun_1_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_mainCaliberGun_1;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_mainMachinGun_0_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_mainMachinGun_0;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_mainMachinGun_1_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_mainMachinGun_1;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_mainMachinGun_2_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_mainMachinGun_2;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_mainMachinGun_3_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_mainMachinGun_3;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_machinGun_0_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_machinGun_0;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_machinGun_1_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_machinGun_1;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_machinGun_2_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_machinGun_2;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_machinGun_3_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_machinGun_3;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_trackerBody_0_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_trackerBody_0;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_trackerBody_1_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_trackerBody_1;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_trackerHead_0_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_trackerHead_0;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_trackerHead_1_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_trackerHead_1;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
static const UE4CodeGen_Private::FClassParams ClassParams;
@@ -161,6 +209,104 @@ void EmptyLinkFunctionForGeneratedCodecpp_Ship() {}
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberGun_1 = { "mainCaliberGun_1", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, mainCaliberGun_1), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberGun_1_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberGun_1_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_0_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_0 = { "mainMachinGun_0", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, mainMachinGun_0), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_0_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_0_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_1_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_1 = { "mainMachinGun_1", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, mainMachinGun_1), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_1_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_1_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_2_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_2 = { "mainMachinGun_2", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, mainMachinGun_2), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_2_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_2_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_3_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_3 = { "mainMachinGun_3", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, mainMachinGun_3), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_3_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_3_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_0_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_0 = { "machinGun_0", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, machinGun_0), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_0_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_0_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_1_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_1 = { "machinGun_1", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, machinGun_1), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_1_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_1_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_2_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_2 = { "machinGun_2", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, machinGun_2), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_2_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_2_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_3_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_3 = { "machinGun_3", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, machinGun_3), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_3_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_3_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_0_MetaData[] = {
{ "Category", "Meshes" },
{ "Comment", "//Locators\n" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
{ "ToolTip", "Locators" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_0 = { "trackerBody_0", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, trackerBody_0), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_0_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_0_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_1_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_1 = { "trackerBody_1", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, trackerBody_1), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_1_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_1_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_0_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_0 = { "trackerHead_0", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, trackerHead_0), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_0_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_0_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_1_MetaData[] = {
{ "Category", "Meshes" },
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/cpp_Ship.h" },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_1 = { "trackerHead_1", nullptr, (EPropertyFlags)0x001000000008000d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(Acpp_Ship, trackerHead_1), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_1_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_1_MetaData)) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_Acpp_Ship_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_Root,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_shipBody,
@@ -171,6 +317,18 @@ void EmptyLinkFunctionForGeneratedCodecpp_Ship() {}
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberBody_1,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberGun_0,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainCaliberGun_1,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_0,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_1,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_2,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_mainMachinGun_3,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_0,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_1,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_2,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_machinGun_3,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_0,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerBody_1,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_0,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_Acpp_Ship_Statics::NewProp_trackerHead_1,
};
const FCppClassTypeInfoStatic Z_Construct_UClass_Acpp_Ship_Statics::StaticCppClassTypeInfo = {
TCppClassTypeTraits<Acpp_Ship>::IsAbstract,
@@ -199,7 +357,7 @@ void EmptyLinkFunctionForGeneratedCodecpp_Ship() {}
}
return OuterClass;
}
IMPLEMENT_CLASS(Acpp_Ship, 3026537950);
IMPLEMENT_CLASS(Acpp_Ship, 1689755749);
template<> SHIPPRESENTATION_API UClass* StaticClass<Acpp_Ship>()
{
return Acpp_Ship::StaticClass();
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@@ -14,7 +14,7 @@ bShowCompilerLogOnCompileError=False
DataSourceFolder=(Path="")
bAnimationReimportWarnings=False
bSCSEditorShowFloor=True
SCSViewportCameraSpeed=4
SCSViewportCameraSpeed=3
AssetViewerProfileName=
MaterialQualityLevel=1
PreviewFeatureLevel=3
@@ -133,8 +133,8 @@ CurrentRotGridMode=GridMode_DivisionsOf360
LastLevel=/Game/maps/ship
[ModuleFileTracking]
ShipPresentation.TimeStamp=2020.10.02-09.06.33
ShipPresentation.LastCompileMethod=External
ShipPresentation.TimeStamp=2020.10.02-09.42.45
ShipPresentation.LastCompileMethod=Runtime
PakFile.TimeStamp=2020.09.29-15.16.11
PakFile.LastCompileMethod=External
RSA.TimeStamp=2020.09.29-15.16.14
@@ -993,7 +993,7 @@ ContentBrowserTab1.ActiveTypeFilters=World
ContentBrowserTab1.EnabledTypeFilters=
ContentBrowserTab1.ActiveFrontendFilters=
ContentBrowserTab1.EnabledFrontendFilters=
ContentBrowserTab1.SelectedPaths=/Game/maps
ContentBrowserTab1.SelectedPaths=/Game/meshes/ship
ContentBrowserTab1.Favorites.SelectedPaths=
FavoritePaths=
ContentBrowserTab1.CollectionsExpanded=True
@@ -1027,8 +1027,8 @@ MRUItem1=/Game/maps/black
MRUItem2=/Game/maps/NewMap
[ContentBrowserRecent]
MRUItem0=/Game/maps/ship
MRUItem1=/Game/blueprints/ship/BP_Ship
MRUItem0=/Game/blueprints/ship/BP_Ship
MRUItem1=/Game/maps/ship
MRUItem2=/Game/meshes/ship/SM_Ship_Ship
MRUItem3=/Game/materials/ship/OculusGlass2
MRUItem4=/Game/meshes/ship/SM_Ship_Screw
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -32,6 +32,34 @@ Acpp_Ship::Acpp_Ship()
mainCaliberGun_0->AttachTo(mainCaliberBody_0);
mainCaliberGun_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mainCalibrGun_1"));
mainCaliberGun_1->AttachTo(mainCaliberBody_1);
mainMachinGun_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mainMachinGun_0"));
mainMachinGun_0->AttachTo(shipBody);
mainMachinGun_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mainMachinGun_1"));
mainMachinGun_1->AttachTo(shipBody);
mainMachinGun_2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mainMachinGun_2"));
mainMachinGun_2->AttachTo(shipBody);
mainMachinGun_3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mainMachinGun_3"));
mainMachinGun_3->AttachTo(shipBody);
machinGun_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("machinGun_0"));
machinGun_0->AttachTo(mainMachinGun_0);
machinGun_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("machinGun_1"));
machinGun_1->AttachTo(mainMachinGun_1);
machinGun_2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("machinGun_2"));
machinGun_2->AttachTo(mainMachinGun_2);
machinGun_3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("machinGun_3"));
machinGun_3->AttachTo(mainMachinGun_3);
// locators
trackerBody_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("trackerBody_0"));
trackerBody_0->AttachTo(shipBody);
trackerBody_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("trackerBody_1"));
trackerBody_1->AttachTo(shipBody);
trackerHead_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("trackerHead_0"));
trackerHead_0->AttachTo(trackerBody_0);
trackerHead_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("trackerHead_1"));
trackerHead_1->AttachTo(trackerBody_1);
}
// Called when the game starts or when spawned
@@ -39,6 +39,33 @@ public:
UStaticMeshComponent* mainCaliberGun_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* mainCaliberGun_1;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* mainMachinGun_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* mainMachinGun_1;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* mainMachinGun_2;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* mainMachinGun_3;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* machinGun_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* machinGun_1;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* machinGun_2;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* machinGun_3;
//Locators
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* trackerBody_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* trackerBody_1;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* trackerHead_0;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
UStaticMeshComponent* trackerHead_1;
protected:
// Variables