commit 9c4061da5bfd4d180bc3e6f40aa26abb42cb0516 Author: j.foucher Date: Fri Mar 13 15:35:51 2026 +0100 Initial Commit diff --git a/Unreal/Backup/PS_Ballistics.sln b/Unreal/Backup/PS_Ballistics.sln new file mode 100644 index 0000000..36e34ba --- /dev/null +++ b/Unreal/Backup/PS_Ballistics.sln @@ -0,0 +1,1795 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.31314.256 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Automation", "Automation", "{0BFBE63A-B98A-3411-8EEB-8918FEC737B3}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{233774A8-CC9D-3FA9-86D1-90573E92B704}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Programs", "Programs", "{A338B9E2-A559-34BE-A46D-F789DD488FAD}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Rules", "Rules", "{C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Shared", "Shared", "{57713676-9DBE-331C-AD10-26632AC9EE0C}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "UnrealBuildTool.Plugins", "UnrealBuildTool.Plugins", "{7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PS_Ballistics", "Intermediate\ProjectFiles\PS_Ballistics.vcxproj", "{A09EE351-8897-3863-B9AC-300FCA5785A8}" + ProjectSection(ProjectDependencies) = postProject + {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} = {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} + EndProjectSection +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE5", "Intermediate\ProjectFiles\UE5.vcxproj", "{2A43E5E5-9D5E-3C8F-9B61-8310305A59B9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnrealBuildTool", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj", "{F16F95B3-9304-30C0-A3F0-60F024FFEBE4}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationTool", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationTool.csproj", "{A4DA514A-CBB8-3614-89E1-39139198AD1E}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Android.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj", "{057E46F0-FAAE-3021-A1AB-1D057ACE1BD0}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Apple.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj", "{1D787964-7C93-3BAA-BF5D-910620BE4FEC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationUtils.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj", "{FBBC90BA-DDB7-390E-910D-CDA595A2025B}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildGraph.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj", "{F98660A3-BD01-32A5-9DB2-A0EAC69E2D6D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CookedEditor.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj", "{90C0851D-78B0-38B3-9CBC-ACE31A0BDD04}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CrowdinLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj", "{E4A13300-7317-3BEB-BCAB-A10C6E9479ED}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gauntlet.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj", "{08B723DA-0546-3AB0-88DC-604E03D70D49}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj", "{79BB52D8-9ECD-34F4-B60A-14C19F904615}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linux.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj", "{CC276C5D-00E5-372F-935F-AE879060C9E6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LiveLinkHub.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LiveLinkHub\LiveLinkHub.Automation.csproj", "{1B8DF1D5-0A7D-39D6-BCD5-CB74D2BD5DDF}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Localization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj", "{7DB563D4-4CE6-36D6-96C7-BB06BDC737A5}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LowLevelTests.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj", "{CE6997C1-E235-3C9C-84DA-7E67CD7BBF09}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mac.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj", "{B3426AC1-9420-3C85-AD45-7256EACF9962}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RunMutableCommandlet.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mutable\RunMutableCommandlet\RunMutableCommandlet.Automation.csproj", "{0AABA8A4-AA3D-30A9-889F-9C3E0A7B76C9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OneSkyLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj", "{D89AC761-D46E-39B3-9229-2ECBB9D863C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationScripts.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj", "{2F9AE10C-9018-323C-B078-8DDF29B0F701}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SmartlingLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj", "{209ED517-4911-38F6-9B71-8D05244740D8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamDeck.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj", "{A1A17DC7-BDE9-30B4-9849-6872F26BEBC6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TVOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj", "{1265F97D-36A2-3419-916E-10EC0796B0A8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Turnkey.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj", "{3A64DC3F-B1CC-3085-88F7-90322EEA1E73}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Win.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj", "{413F22B6-54EE-3D64-B510-E9AD50D570C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XLocLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj", "{D03DF19B-B1BE-32BE-94CC-EE5285072CCC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VisionOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Platforms\VisionOS\Source\Programs\AutomationTool\VisionOS.Automation.csproj", "{761380C7-2F4B-3E71-9FE1-3302B14600CB}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScriptGeneratorUbtPlugin.ubtplugin", "..\..\Program Files\Epic Games\UE_5.5\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj", "{CBB5E945-1B58-3E7D-A30E-49E26C6DC982}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.AspNet", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj", "{7D558465-697A-330B-9829-0F567AE83939}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Build", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj", "{6C78A84A-DEBA-3F7B-AF6D-E98FC93AFD4E}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.BuildGraph", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj", "{8B250912-51F9-3641-BE76-A93969AA4E74}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Core", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj", "{CEA35E9B-8AAF-38F1-B440-A605D040FC05}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Horde", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj", "{1F0816C9-5BFB-3315-9A97-E4118C299D44}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.IoHash", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj", "{8DFEFAD9-2095-33ED-BC3C-92B0DFC5D7C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Jupiter", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Jupiter\EpicGames.Jupiter.csproj", "{A9359AAE-6DF6-307D-9536-A275E4A05ACD}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MongoDB", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj", "{1A197CEA-4EA7-3FF7-9E4B-16886F9BBFE9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MsBuild", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj", "{4F32F6EE-45BE-3AF8-A907-F99FF41490F7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.OIDC", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj", "{BC07FBB3-5DBD-3A62-858E-CD2FD2E2B44A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Oodle", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj", "{D33D0E72-5E13-3F2B-A411-81D0EBA2B665}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj", "{AEC28EC6-164A-38DF-943E-BB17ED555F7A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Fixture", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj", "{BDFC7DB5-DD57-3FAF-9FB3-286B55BF6983}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Managed", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj", "{7CF7B9F8-3D16-3940-8D1A-8FEEE3EA7CF7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.ProjectStore", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.ProjectStore\EpicGames.ProjectStore.csproj", "{B393F8AA-7DFD-3352-87DE-ECF2552AE46A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Redis", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj", "{06E13460-9D2E-39E7-927D-7AA0795E70E7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Serialization", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj", "{8D93C7F0-AC60-3B69-B189-CB77AA358B6D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Slack", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj", "{1C607B5B-402E-33CB-9BF0-891C28D5FB40}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Tracing", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj", "{7F0C2F73-0060-364F-B97B-972BBB4F38AE}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UBA", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj", "{6888AA63-CFC5-348C-9804-C619F46DE5B4}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UHT", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj", "{6AB0B459-1232-3704-9CE2-116C03335411}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PS_BallisticsModuleRules", "Intermediate\Build\BuildRulesProjects\PS_BallisticsModuleRules\PS_BallisticsModuleRules.csproj", "{0F9D4700-C81B-39F1-B236-984883139584}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MarketplaceRules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj", "{732046E0-CBDA-3909-989E-13436E2A0101}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5ProgramRules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj", "{425131E0-491F-36D1-8DA7-B4418C8F36C8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5Rules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj", "{56715E44-C4C5-32A6-BFE1-54B72B3132AD}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}" + ProjectSection(SolutionItems) = preProject + ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natvis = ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natvis + ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter = ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter + EndProjectSection +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + DebugGame Editor|Win64 = DebugGame Editor|Win64 + DebugGame Editor|Win64-arm64 = DebugGame Editor|Win64-arm64 + DebugGame Editor|Win64-arm64ec = DebugGame Editor|Win64-arm64ec + DebugGame|Win64 = DebugGame|Win64 + DebugGame|Win64-arm64 = DebugGame|Win64-arm64 + DebugGame|Win64-arm64ec = DebugGame|Win64-arm64ec + Development Editor|Win64 = Development Editor|Win64 + Development Editor|Win64-arm64 = Development Editor|Win64-arm64 + Development Editor|Win64-arm64ec = Development Editor|Win64-arm64ec + Development|Win64 = Development|Win64 + Development|Win64-arm64 = Development|Win64-arm64 + Development|Win64-arm64ec = Development|Win64-arm64ec + Shipping|Win64 = Shipping|Win64 + Shipping|Win64-arm64 = Shipping|Win64-arm64 + Shipping|Win64-arm64ec = Shipping|Win64-arm64ec + EndGlobalSection + # UnrealVS Section + GlobalSection(ddbf523f-7eb6-4887-bd51-85a714ff87eb) = preSolution + AvailablePlatforms=Win64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64.Build.0 = Win64_arm64_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64.ActiveCfg = DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64.Build.0 = DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64.Build.0 = Win64_arm64_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64.Build.0 = Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64.ActiveCfg = Win64_arm64_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64.Build.0 = Win64_arm64_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64.ActiveCfg = Development|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64.Build.0 = Development|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64-arm64.ActiveCfg = Win64_arm64_Development|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64-arm64.Build.0 = Win64_arm64_Development|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64-arm64ec.ActiveCfg = Win64_arm64ec_Development|x64 + 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{56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development Editor|Win64-arm64ec.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64-arm64.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64-arm64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64-arm64ec.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Development|Win64-arm64ec.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64ec.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64ec.Build.0 = Development|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {2A43E5E5-9D5E-3C8F-9B61-8310305A59B9} = {233774A8-CC9D-3FA9-86D1-90573E92B704} + {A09EE351-8897-3863-B9AC-300FCA5785A8} = {DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6} + {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {A4DA514A-CBB8-3614-89E1-39139198AD1E} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {57713676-9DBE-331C-AD10-26632AC9EE0C} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {057E46F0-FAAE-3021-A1AB-1D057ACE1BD0} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1D787964-7C93-3BAA-BF5D-910620BE4FEC} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {FBBC90BA-DDB7-390E-910D-CDA595A2025B} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {F98660A3-BD01-32A5-9DB2-A0EAC69E2D6D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {90C0851D-78B0-38B3-9CBC-ACE31A0BDD04} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {E4A13300-7317-3BEB-BCAB-A10C6E9479ED} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {08B723DA-0546-3AB0-88DC-604E03D70D49} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {79BB52D8-9ECD-34F4-B60A-14C19F904615} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CC276C5D-00E5-372F-935F-AE879060C9E6} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1B8DF1D5-0A7D-39D6-BCD5-CB74D2BD5DDF} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {7DB563D4-4CE6-36D6-96C7-BB06BDC737A5} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CE6997C1-E235-3C9C-84DA-7E67CD7BBF09} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {B3426AC1-9420-3C85-AD45-7256EACF9962} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {0AABA8A4-AA3D-30A9-889F-9C3E0A7B76C9} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {D89AC761-D46E-39B3-9229-2ECBB9D863C1} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {2F9AE10C-9018-323C-B078-8DDF29B0F701} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {209ED517-4911-38F6-9B71-8D05244740D8} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {A1A17DC7-BDE9-30B4-9849-6872F26BEBC6} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1265F97D-36A2-3419-916E-10EC0796B0A8} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {3A64DC3F-B1CC-3085-88F7-90322EEA1E73} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {413F22B6-54EE-3D64-B510-E9AD50D570C1} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {D03DF19B-B1BE-32BE-94CC-EE5285072CCC} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {761380C7-2F4B-3E71-9FE1-3302B14600CB} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CBB5E945-1B58-3E7D-A30E-49E26C6DC982} = {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} + {7D558465-697A-330B-9829-0F567AE83939} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6C78A84A-DEBA-3F7B-AF6D-E98FC93AFD4E} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8B250912-51F9-3641-BE76-A93969AA4E74} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {CEA35E9B-8AAF-38F1-B440-A605D040FC05} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1F0816C9-5BFB-3315-9A97-E4118C299D44} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8DFEFAD9-2095-33ED-BC3C-92B0DFC5D7C1} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {A9359AAE-6DF6-307D-9536-A275E4A05ACD} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1A197CEA-4EA7-3FF7-9E4B-16886F9BBFE9} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {4F32F6EE-45BE-3AF8-A907-F99FF41490F7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {BC07FBB3-5DBD-3A62-858E-CD2FD2E2B44A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {D33D0E72-5E13-3F2B-A411-81D0EBA2B665} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {AEC28EC6-164A-38DF-943E-BB17ED555F7A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {BDFC7DB5-DD57-3FAF-9FB3-286B55BF6983} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {7CF7B9F8-3D16-3940-8D1A-8FEEE3EA7CF7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {B393F8AA-7DFD-3352-87DE-ECF2552AE46A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {06E13460-9D2E-39E7-927D-7AA0795E70E7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8D93C7F0-AC60-3B69-B189-CB77AA358B6D} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1C607B5B-402E-33CB-9BF0-891C28D5FB40} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {7F0C2F73-0060-364F-B97B-972BBB4F38AE} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6888AA63-CFC5-348C-9804-C619F46DE5B4} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6AB0B459-1232-3704-9CE2-116C03335411} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {0F9D4700-C81B-39F1-B236-984883139584} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {732046E0-CBDA-3909-989E-13436E2A0101} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {425131E0-491F-36D1-8DA7-B4418C8F36C8} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {56715E44-C4C5-32A6-BFE1-54B72B3132AD} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + EndGlobalSection +EndGlobal diff --git a/Unreal/Config/DefaultEditor.ini b/Unreal/Config/DefaultEditor.ini new file mode 100644 index 0000000..e69de29 diff --git a/Unreal/Config/DefaultEngine.ini b/Unreal/Config/DefaultEngine.ini new file mode 100644 index 0000000..4552d8e --- /dev/null +++ b/Unreal/Config/DefaultEngine.ini @@ -0,0 +1,92 @@ + + +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Engine/Maps/Templates/OpenWorld + +[/Script/Engine.RendererSettings] +r.AllowStaticLighting=False + +r.GenerateMeshDistanceFields=True + +r.DynamicGlobalIlluminationMethod=1 + +r.ReflectionMethod=1 + +r.SkinCache.CompileShaders=True + +r.RayTracing=True + +r.Shadow.Virtual.Enable=1 + +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.UserInterfaceSettings] +bAuthorizeAutomaticWidgetVariableCreation=False +FontDPIPreset=Standard +FontDPI=72 + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/PS_Ballistics") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/PS_Ballistics") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=488367AA4E45F3B86D51FD85BEDFD355 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + diff --git a/Unreal/Config/DefaultGame.ini b/Unreal/Config/DefaultGame.ini new file mode 100644 index 0000000..0d379d1 --- /dev/null +++ b/Unreal/Config/DefaultGame.ini @@ -0,0 +1,3 @@ + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=256345A449041A43ADB1968A8E9E7C8D diff --git a/Unreal/Config/DefaultInput.ini b/Unreal/Config/DefaultInput.ini new file mode 100644 index 0000000..a919105 --- /dev/null +++ b/Unreal/Config/DefaultInput.ini @@ -0,0 +1,84 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++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_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)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Unreal/PS_Ballistics.sln b/Unreal/PS_Ballistics.sln new file mode 100644 index 0000000..a9dbbb6 --- /dev/null +++ b/Unreal/PS_Ballistics.sln @@ -0,0 +1,1796 @@ +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.31314.256 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Automation", "Automation", "{0BFBE63A-B98A-3411-8EEB-8918FEC737B3}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{233774A8-CC9D-3FA9-86D1-90573E92B704}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Programs", "Programs", "{A338B9E2-A559-34BE-A46D-F789DD488FAD}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Rules", "Rules", "{C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Shared", "Shared", "{57713676-9DBE-331C-AD10-26632AC9EE0C}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "UnrealBuildTool.Plugins", "UnrealBuildTool.Plugins", "{7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PS_Ballistics", "Intermediate\ProjectFiles\PS_Ballistics.vcxproj", "{A09EE351-8897-3863-B9AC-300FCA5785A8}" + ProjectSection(ProjectDependencies) = postProject + {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} = {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} + EndProjectSection +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE5", "Intermediate\ProjectFiles\UE5.vcxproj", "{2A43E5E5-9D5E-3C8F-9B61-8310305A59B9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnrealBuildTool", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj", "{F16F95B3-9304-30C0-A3F0-60F024FFEBE4}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationTool", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationTool.csproj", "{A4DA514A-CBB8-3614-89E1-39139198AD1E}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Android.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj", "{057E46F0-FAAE-3021-A1AB-1D057ACE1BD0}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Apple.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj", "{1D787964-7C93-3BAA-BF5D-910620BE4FEC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationUtils.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj", "{FBBC90BA-DDB7-390E-910D-CDA595A2025B}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildGraph.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj", "{F98660A3-BD01-32A5-9DB2-A0EAC69E2D6D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CookedEditor.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj", "{90C0851D-78B0-38B3-9CBC-ACE31A0BDD04}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CrowdinLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj", "{E4A13300-7317-3BEB-BCAB-A10C6E9479ED}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gauntlet.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj", "{08B723DA-0546-3AB0-88DC-604E03D70D49}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj", "{79BB52D8-9ECD-34F4-B60A-14C19F904615}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linux.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj", "{CC276C5D-00E5-372F-935F-AE879060C9E6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LiveLinkHub.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LiveLinkHub\LiveLinkHub.Automation.csproj", "{1B8DF1D5-0A7D-39D6-BCD5-CB74D2BD5DDF}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Localization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj", "{7DB563D4-4CE6-36D6-96C7-BB06BDC737A5}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LowLevelTests.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj", "{CE6997C1-E235-3C9C-84DA-7E67CD7BBF09}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mac.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj", "{B3426AC1-9420-3C85-AD45-7256EACF9962}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RunMutableCommandlet.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mutable\RunMutableCommandlet\RunMutableCommandlet.Automation.csproj", "{0AABA8A4-AA3D-30A9-889F-9C3E0A7B76C9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OneSkyLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj", "{D89AC761-D46E-39B3-9229-2ECBB9D863C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationScripts.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj", "{2F9AE10C-9018-323C-B078-8DDF29B0F701}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SmartlingLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj", "{209ED517-4911-38F6-9B71-8D05244740D8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamDeck.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj", "{A1A17DC7-BDE9-30B4-9849-6872F26BEBC6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TVOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj", "{1265F97D-36A2-3419-916E-10EC0796B0A8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Turnkey.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj", "{3A64DC3F-B1CC-3085-88F7-90322EEA1E73}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Win.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj", "{413F22B6-54EE-3D64-B510-E9AD50D570C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XLocLocalization.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj", "{D03DF19B-B1BE-32BE-94CC-EE5285072CCC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VisionOS.Automation", "..\..\Program Files\Epic Games\UE_5.5\Engine\Platforms\VisionOS\Source\Programs\AutomationTool\VisionOS.Automation.csproj", "{761380C7-2F4B-3E71-9FE1-3302B14600CB}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScriptGeneratorUbtPlugin.ubtplugin", "..\..\Program Files\Epic Games\UE_5.5\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj", "{CBB5E945-1B58-3E7D-A30E-49E26C6DC982}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.AspNet", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj", "{7D558465-697A-330B-9829-0F567AE83939}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Build", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj", "{6C78A84A-DEBA-3F7B-AF6D-E98FC93AFD4E}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.BuildGraph", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj", "{8B250912-51F9-3641-BE76-A93969AA4E74}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Core", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj", "{CEA35E9B-8AAF-38F1-B440-A605D040FC05}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Horde", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj", "{1F0816C9-5BFB-3315-9A97-E4118C299D44}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.IoHash", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj", "{8DFEFAD9-2095-33ED-BC3C-92B0DFC5D7C1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Jupiter", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Jupiter\EpicGames.Jupiter.csproj", "{A9359AAE-6DF6-307D-9536-A275E4A05ACD}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MongoDB", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj", "{1A197CEA-4EA7-3FF7-9E4B-16886F9BBFE9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MsBuild", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj", "{4F32F6EE-45BE-3AF8-A907-F99FF41490F7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.OIDC", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj", "{BC07FBB3-5DBD-3A62-858E-CD2FD2E2B44A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Oodle", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj", "{D33D0E72-5E13-3F2B-A411-81D0EBA2B665}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj", "{AEC28EC6-164A-38DF-943E-BB17ED555F7A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Fixture", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj", "{BDFC7DB5-DD57-3FAF-9FB3-286B55BF6983}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Managed", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj", "{7CF7B9F8-3D16-3940-8D1A-8FEEE3EA7CF7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.ProjectStore", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.ProjectStore\EpicGames.ProjectStore.csproj", "{B393F8AA-7DFD-3352-87DE-ECF2552AE46A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Redis", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj", "{06E13460-9D2E-39E7-927D-7AA0795E70E7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Serialization", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj", "{8D93C7F0-AC60-3B69-B189-CB77AA358B6D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Slack", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj", "{1C607B5B-402E-33CB-9BF0-891C28D5FB40}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Tracing", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj", "{7F0C2F73-0060-364F-B97B-972BBB4F38AE}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UBA", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj", "{6888AA63-CFC5-348C-9804-C619F46DE5B4}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UHT", "..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj", "{6AB0B459-1232-3704-9CE2-116C03335411}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PS_BallisticsModuleRules", "Intermediate\Build\BuildRulesProjects\PS_BallisticsModuleRules\PS_BallisticsModuleRules.csproj", "{0F9D4700-C81B-39F1-B236-984883139584}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MarketplaceRules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj", "{732046E0-CBDA-3909-989E-13436E2A0101}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5ProgramRules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj", "{425131E0-491F-36D1-8DA7-B4418C8F36C8}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5Rules", "..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj", "{56715E44-C4C5-32A6-BFE1-54B72B3132AD}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}" + ProjectSection(SolutionItems) = preProject + ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter = ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter + ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natvis = ..\..\Program Files\Epic Games\UE_5.5\Engine\Extras\VisualStudioDebugging\Unreal.natvis + EndProjectSection +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + DebugGame Editor|Win64 = DebugGame Editor|Win64 + DebugGame Editor|Win64-arm64 = DebugGame Editor|Win64-arm64 + DebugGame Editor|Win64-arm64ec = DebugGame Editor|Win64-arm64ec + DebugGame|Win64 = DebugGame|Win64 + DebugGame|Win64-arm64 = DebugGame|Win64-arm64 + DebugGame|Win64-arm64ec = DebugGame|Win64-arm64ec + Development Editor|Win64 = Development Editor|Win64 + Development Editor|Win64-arm64 = Development Editor|Win64-arm64 + Development Editor|Win64-arm64ec = Development Editor|Win64-arm64ec + Development|Win64 = Development|Win64 + Development|Win64-arm64 = Development|Win64-arm64 + Development|Win64-arm64ec = Development|Win64-arm64ec + Shipping|Win64 = Shipping|Win64 + Shipping|Win64-arm64 = Shipping|Win64-arm64 + Shipping|Win64-arm64ec = Shipping|Win64-arm64ec + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64.Build.0 = Win64_arm64_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64.ActiveCfg = DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64.Build.0 = DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64.Build.0 = Win64_arm64_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.DebugGame|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64.Build.0 = Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64.ActiveCfg = Win64_arm64_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64.Build.0 = Win64_arm64_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_Development_Editor|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64.ActiveCfg = Development|x64 + {A09EE351-8897-3863-B9AC-300FCA5785A8}.Development|Win64.Build.0 = Development|x64 + 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{56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64.Build.0 = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64ec.ActiveCfg = Development|Any CPU + {56715E44-C4C5-32A6-BFE1-54B72B3132AD}.Shipping|Win64-arm64ec.Build.0 = Development|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {57713676-9DBE-331C-AD10-26632AC9EE0C} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {A09EE351-8897-3863-B9AC-300FCA5785A8} = {DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6} + {2A43E5E5-9D5E-3C8F-9B61-8310305A59B9} = {233774A8-CC9D-3FA9-86D1-90573E92B704} + {F16F95B3-9304-30C0-A3F0-60F024FFEBE4} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {A4DA514A-CBB8-3614-89E1-39139198AD1E} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {057E46F0-FAAE-3021-A1AB-1D057ACE1BD0} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1D787964-7C93-3BAA-BF5D-910620BE4FEC} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {FBBC90BA-DDB7-390E-910D-CDA595A2025B} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {F98660A3-BD01-32A5-9DB2-A0EAC69E2D6D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {90C0851D-78B0-38B3-9CBC-ACE31A0BDD04} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {E4A13300-7317-3BEB-BCAB-A10C6E9479ED} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {08B723DA-0546-3AB0-88DC-604E03D70D49} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {79BB52D8-9ECD-34F4-B60A-14C19F904615} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CC276C5D-00E5-372F-935F-AE879060C9E6} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1B8DF1D5-0A7D-39D6-BCD5-CB74D2BD5DDF} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {7DB563D4-4CE6-36D6-96C7-BB06BDC737A5} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CE6997C1-E235-3C9C-84DA-7E67CD7BBF09} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {B3426AC1-9420-3C85-AD45-7256EACF9962} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {0AABA8A4-AA3D-30A9-889F-9C3E0A7B76C9} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {D89AC761-D46E-39B3-9229-2ECBB9D863C1} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {2F9AE10C-9018-323C-B078-8DDF29B0F701} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {209ED517-4911-38F6-9B71-8D05244740D8} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {A1A17DC7-BDE9-30B4-9849-6872F26BEBC6} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {1265F97D-36A2-3419-916E-10EC0796B0A8} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {3A64DC3F-B1CC-3085-88F7-90322EEA1E73} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {413F22B6-54EE-3D64-B510-E9AD50D570C1} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {D03DF19B-B1BE-32BE-94CC-EE5285072CCC} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {761380C7-2F4B-3E71-9FE1-3302B14600CB} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {CBB5E945-1B58-3E7D-A30E-49E26C6DC982} = {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} + {7D558465-697A-330B-9829-0F567AE83939} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6C78A84A-DEBA-3F7B-AF6D-E98FC93AFD4E} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8B250912-51F9-3641-BE76-A93969AA4E74} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {CEA35E9B-8AAF-38F1-B440-A605D040FC05} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1F0816C9-5BFB-3315-9A97-E4118C299D44} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8DFEFAD9-2095-33ED-BC3C-92B0DFC5D7C1} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {A9359AAE-6DF6-307D-9536-A275E4A05ACD} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1A197CEA-4EA7-3FF7-9E4B-16886F9BBFE9} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {4F32F6EE-45BE-3AF8-A907-F99FF41490F7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {BC07FBB3-5DBD-3A62-858E-CD2FD2E2B44A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {D33D0E72-5E13-3F2B-A411-81D0EBA2B665} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {AEC28EC6-164A-38DF-943E-BB17ED555F7A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {BDFC7DB5-DD57-3FAF-9FB3-286B55BF6983} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {7CF7B9F8-3D16-3940-8D1A-8FEEE3EA7CF7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {B393F8AA-7DFD-3352-87DE-ECF2552AE46A} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {06E13460-9D2E-39E7-927D-7AA0795E70E7} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8D93C7F0-AC60-3B69-B189-CB77AA358B6D} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1C607B5B-402E-33CB-9BF0-891C28D5FB40} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {7F0C2F73-0060-364F-B97B-972BBB4F38AE} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6888AA63-CFC5-348C-9804-C619F46DE5B4} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {6AB0B459-1232-3704-9CE2-116C03335411} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {0F9D4700-C81B-39F1-B236-984883139584} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {732046E0-CBDA-3909-989E-13436E2A0101} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {425131E0-491F-36D1-8DA7-B4418C8F36C8} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {56715E44-C4C5-32A6-BFE1-54B72B3132AD} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {33F0C78B-E2AF-4538-8808-FA25F5FE0853} + EndGlobalSection + GlobalSection(ddbf523f-7eb6-4887-bd51-85a714ff87eb) = preSolution + AvailablePlatforms = Win64 + EndGlobalSection +EndGlobal diff --git a/Unreal/PS_Ballistics.uproject b/Unreal/PS_Ballistics.uproject new file mode 100644 index 0000000..508d532 --- /dev/null +++ b/Unreal/PS_Ballistics.uproject @@ -0,0 +1,22 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.5", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "PS_Ballistics", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor-EasyBallistics.dylib b/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor-EasyBallistics.dylib new file mode 100644 index 0000000..0bbd4ba Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor-EasyBallistics.dylib differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor.modules b/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor.modules new file mode 100644 index 0000000..2a3a75d --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Binaries/Mac/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "37670630", + "Modules": + { + "EasyBallistics": "UnrealEditor-EasyBallistics.dylib" + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.dll b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.dll new file mode 100644 index 0000000..39fb280 Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.dll differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.exp b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.exp new file mode 100644 index 0000000..5bf2c40 Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.exp differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.pdb b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.pdb new file mode 100644 index 0000000..baa168c Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics-Win64-DebugGame.pdb differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.dll b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.dll new file mode 100644 index 0000000..c4988ff Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.dll differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.exp b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.exp new file mode 100644 index 0000000..411f5ed Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.exp differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.pdb b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.pdb new file mode 100644 index 0000000..bfc72d1 Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-EasyBallistics.pdb differ diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-Win64-DebugGame.modules b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-Win64-DebugGame.modules new file mode 100644 index 0000000..a80f802 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor-Win64-DebugGame.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "37670630", + "Modules": + { + "EasyBallistics": "UnrealEditor-EasyBallistics-Win64-DebugGame.dll" + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor.modules b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000..81d4004 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "37670630", + "Modules": + { + "EasyBallistics": "UnrealEditor-EasyBallistics.dll" + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/EasyBallistics.uplugin b/Unreal/Plugins/EasyBallistics/EasyBallistics.uplugin new file mode 100644 index 0000000..4306570 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/EasyBallistics.uplugin @@ -0,0 +1,29 @@ +{ + "FileVersion": 3, + "Version": 0, + "VersionName": "2.82", + "FriendlyName": "EasyBallistics", + "Description": "", + "Category": "Gameplay", + "CreatedBy": "Mookie", + "CreatedByURL": "", + "DocsURL": "", + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/bbecde0f66914263b57fd2af5a0c7ffe", + "SupportURL": "", + "EngineVersion": "5.5.0", + "CanContainContent": false, + "Installed": true, + "Modules": [ + { + "Name": "EasyBallistics", + "Type": "Runtime", + "LoadingPhase": "Default", + "PlatformAllowList": [ + "Win64", + "Linux", + "Mac", + "Android" + ] + } + ] +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Resources/Icon128.png b/Unreal/Plugins/EasyBallistics/Resources/Icon128.png new file mode 100644 index 0000000..d6596ee Binary files /dev/null and b/Unreal/Plugins/EasyBallistics/Resources/Icon128.png differ diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/EasyBallistics.Build.cs b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/EasyBallistics.Build.cs new file mode 100644 index 0000000..59be64b --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/EasyBallistics.Build.cs @@ -0,0 +1,38 @@ +// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. +using UnrealBuildTool; + +public class EasyBallistics : ModuleRules +{ + public EasyBallistics(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + DefaultBuildSettings = BuildSettingsVersion.Latest; + IncludeOrderVersion = EngineIncludeOrderVersion.Latest; + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core" + // ... add other public dependencies that you statically link with here ... + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + "Engine", + "PhysicsCore" + // ... add private dependencies that you statically link with here ... + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + // ... add any modules that your module loads dynamically here ... + } + ); + } +} diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Acceleration.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Acceleration.cpp new file mode 100644 index 0000000..180fc93 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Acceleration.cpp @@ -0,0 +1,32 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBullet.h" + +FVector AEBBullet::UpdateVelocity_Implementation(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const { + FVector NewVelocity = PreviousVelocity; + + //airDensity + float air; + float speedOfSound; + + air = GetAirDensity(World, Location); + speedOfSound = GetSpeedOfSound(World, Location); + + //gravity + if (!OverrideGravity) { + NewVelocity += FVector(0, 0, World->GetGravityZ())*DeltaTime; + } + else { + NewVelocity += Gravity*DeltaTime; + }; + + //drag + FVector relVel = (NewVelocity - GetWind(World, Location)); + float speed = relVel.Size(); + float mach = speed / speedOfSound; + float profile = FMath::Pow(Diameter / 200.0f, 2.0f)*3.141592f; + float drag = GetCurveValue(MachDragCurve, mach, 0.25f)*FMath::Pow(speed / 100.0f, 2.0f)*profile*air*FormFactor*50.0f; + NewVelocity -= relVel.GetSafeNormal() * drag / Mass * DeltaTime / WorldScale; + + return NewVelocity; +} diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelEvents.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelEvents.cpp new file mode 100644 index 0000000..540d5cf --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelEvents.cpp @@ -0,0 +1,118 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBarrel.h" +#include "Net/UnrealNetwork.h" + +#define REPOWNERONLY false + +void UEBBarrel::ShotFiredMulticast_Implementation() { + ShotFired.Broadcast(); +} + +void UEBBarrel::SpawnBulletEventMulticast_Implementation(FVector Start, FVector Velocity) { + SpawnBulletEvent.Broadcast(Start, Velocity); +} + +void UEBBarrel::Shoot(bool Trigger, int nextFireID) { + if (ClientSideAim && GetOwner()->GetRemoteRole() == ROLE_Authority && Trigger) { + Aim = GetComponentTransform().GetUnitAxis(EAxis::X); + Location = GetComponentTransform().GetLocation(); + nextFireEventID = nextFireID; + ShootRepCSA(Trigger, UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(), Location), Aim, nextFireID); + } + else { + nextFireEventID = nextFireID; + ShootRep(Trigger, nextFireID); + } +} + +void UEBBarrel::ShootRep_Implementation(bool Trigger, int nextFireID) { + if (Trigger) { + if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) { + BurstRemaining = BurstCount; + }; + Shooting = true; + } + else { + //burst cannot be interrupted + if (FireMode != EFireMode::FM_Burst || BurstRemaining<=0) { + Shooting = false; + } + } +} + +bool UEBBarrel::ShootRep_Validate(bool Trigger, int nextFireID) { + return true; +} + +void UEBBarrel::ShootRepCSA_Implementation(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim, int nextFireID) { + Location = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation); + Aim = NewAim; + RemoteAimReceived = true; + + if (Trigger) { + if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) { + BurstRemaining = BurstCount; + }; + Shooting = true; + } + else { + //burst cannot be interrupted + if (FireMode != EFireMode::FM_Burst || BurstRemaining <= 0) { + Shooting = false; + } + } +} + +bool UEBBarrel::ShootRepCSA_Validate(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim, int nextFireID) { + return true; +} + +void UEBBarrel::GatlingSpool_Implementation(bool Spool) { + Spooling = Spool; +} + +bool UEBBarrel::GatlingSpool_Validate(bool Spool) { + return true; +} + +void UEBBarrel::SwitchFireMode_Implementation(EFireMode NewFireMode) { + FireMode = NewFireMode; +} +bool UEBBarrel::SwitchFireMode_Validate(EFireMode NewFireMode) { + return true; +} + +void UEBBarrel::ClientAim_Implementation(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) { + Location = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(),NewLocation); + Aim = NewAim; + RemoteAimReceived = true; +} +bool UEBBarrel::ClientAim_Validate(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) { + return true; +} + +void UEBBarrel::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + +#if REPOWNERONLY + DOREPLIFETIME_CONDITION(UEBBarrel, FireMode, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, CycleAmmoCount, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, CycleAmmoPos, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, Ammo, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, ChamberedBullet, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, Shooting, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, ShootingBlocked, COND_OwnerOnly); + DOREPLIFETIME_CONDITION(UEBBarrel, Spooling, COND_OwnerOnly); +#else + DOREPLIFETIME(UEBBarrel, FireMode); + DOREPLIFETIME(UEBBarrel, CycleAmmoCount); + DOREPLIFETIME(UEBBarrel, CycleAmmoPos); + DOREPLIFETIME(UEBBarrel, Ammo); + DOREPLIFETIME(UEBBarrel, ChamberedBullet); + DOREPLIFETIME(UEBBarrel, Shooting); + DOREPLIFETIME(UEBBarrel, ShootingBlocked); + DOREPLIFETIME(UEBBarrel, Spooling); +#endif +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelProxy.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelProxy.cpp new file mode 100644 index 0000000..e9f8f1b --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BarrelProxy.cpp @@ -0,0 +1,66 @@ +// Copyright 2019 Mookie. All Rights Reserved. + +#if WITH_EDITOR +#include "EBBarrel.h" +#include "PrimitiveSceneProxy.h" + +FPrimitiveSceneProxy* UEBBarrel::CreateSceneProxy() { + { + class FBarrelProxy : public FPrimitiveSceneProxy + { + public: + FBarrelProxy(UEBBarrel* InComponent) : FPrimitiveSceneProxy(InComponent) + { + bWillEverBeLit = false; + Component = InComponent; + } + + virtual void GetDynamicMeshElements(const TArray& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override + { + QUICK_SCOPE_CYCLE_COUNTER(STAT_BarrelSceneProxy_GetDynamicMeshElements); + + const FMatrix& Transform = GetLocalToWorld(); + + for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) + { + if (VisibilityMap && ((1 << ViewIndex)!=0)) + { + const FSceneView* View = Views[ViewIndex]; + const FLinearColor DrawColor = GetViewSelectionColor(FColor::Green, *View, IsSelected(), IsHovered(), true, IsIndividuallySelected()); + + FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex); + DrawDirectionalArrow(PDI, Transform, DrawColor, Component->DebugArrowSize, Component->DebugArrowSize*0.1f, 16, Component->DebugArrowSize*0.01f); + } + } + } + + virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override + { + const bool bProxyVisible = IsSelected(); + + FPrimitiveViewRelevance Result; + Result.bDrawRelevance = (IsShown(View)); + Result.bDynamicRelevance = true; + Result.bShadowRelevance = false; + Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); + return Result; + } + virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); } + uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); } + virtual SIZE_T GetTypeHash() const override { return 0; } + + private: + UEBBarrel* Component; + }; + + return new FBarrelProxy(this); + } +}; + +FBoxSphereBounds UEBBarrel::CalcBounds(const FTransform& LocalToWorld) const +{ + float SphereRadius = DebugArrowSize; + return FBoxSphereBounds(FVector::ZeroVector, FVector(SphereRadius), SphereRadius).TransformBy(LocalToWorld); +} + +#endif \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletEvents.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletEvents.cpp new file mode 100644 index 0000000..3a336fc --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletEvents.cpp @@ -0,0 +1,136 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBullet.h" +#include "EBMaterialResponseMap.h" +#include "Net/UnrealNetwork.h" + +void AEBBullet::VelocityChangeBroadcast_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity) { + if (!HasAuthority()) { + FVector RebasedLocation = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation); + OnTrajectoryUpdateReceived(RebasedLocation, Velocity, NewVelocity); + SetActorLocation(RebasedLocation); + Velocity = NewVelocity; + CanRetrace = false; + } +} + +void AEBBullet::VelocityChangeBroadcastReliable_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity) { + if (!HasAuthority()) { + FVector RebasedLocation = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation); + OnTrajectoryUpdateReceived(RebasedLocation, Velocity, NewVelocity); + SetActorLocation(RebasedLocation); + Velocity = NewVelocity; + CanRetrace = false; + } +} + +void AEBBullet::SpawnWithExactVelocity(TSubclassOf BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity, int nextEventFireID) { + + if (BulletClass != nullptr && BulletOwner != nullptr) { + FActorSpawnParameters spawnParams; + spawnParams.Owner = BulletOwner; + spawnParams.Instigator = BulletInstigator; + + AEBBullet* Default = Cast(BulletClass->GetDefaultObject()); + Default->fireEventID = nextEventFireID; + + FTransform Transform; + Transform.SetLocation(BulletLocation); + Transform.SetScale3D(Default->GetActorScale()); + + if (Default->RotateActor) { + FRotator Rotation = UKismetMathLibrary::MakeRotFromX(BulletVelocity); + if (Default->RotateRandomRoll) Rotation.Add(0, 0, Default->RandomStream.FRandRange(-180.0f, 180.0f)); + Transform.SetRotation(Rotation.Quaternion()); + } + else { + Transform.SetRotation(FQuat(1, 0, 0, 1)); + } + + if (!Default->Shotgun) { + AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, BulletVelocity, BulletOwner, BulletInstigator, nextEventFireID); + } + else { + for (int i = 0; i < Default->ShotCount; i++) { + float Vel = BulletVelocity.Size()*Default->RandomStream.FRandRange(1.0 - Default->ShotVelocitySpread, 1.0 + Default->ShotVelocitySpread); + FVector SubmunitionVelocity = Default->RandomStream.VRandCone(BulletVelocity, Default->ShotSpread)*Vel; + AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, SubmunitionVelocity, BulletOwner, BulletInstigator, nextEventFireID); + } + } + } + else { + UE_LOG(LogTemp, Warning, TEXT("Cannot spawn bullet - invalid class or owner")); + } +} + + +void AEBBullet::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + DOREPLIFETIME_CONDITION(AEBBullet, Velocity, COND_InitialOnly); + DOREPLIFETIME_CONDITION(AEBBullet, RandomStream, COND_InitialOnly); +} + +//alternative spawn +void AEBBullet::Spawn(TSubclassOf BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity, int eventFireID) { + if (BulletClass != nullptr && BulletOwner != nullptr) { + + FActorSpawnParameters spawnParams; + spawnParams.Owner = BulletOwner; + spawnParams.Instigator = BulletInstigator; + + AEBBullet* Default = Cast(BulletClass->GetDefaultObject()); + Default->fireEventID = eventFireID; + FTransform Transform; + Transform.SetLocation(BulletLocation); + Transform.SetScale3D(Default->GetActorScale()); + + if (Default->RotateActor) { + if (Default->RotateActor) { + FRotator Rotation = UKismetMathLibrary::MakeRotFromX(BulletVelocity); + if (Default->RotateRandomRoll) Rotation.Add(0, 0, Default->RandomStream.FRandRange(-180.0f, 180.0f)); + Transform.SetRotation(Rotation.Quaternion()); + } + } + else { + Transform.SetRotation(FQuat(1, 0, 0, 1)); + } + + //init velocity + float TotalSpread = Default->Spread; + if (Default->SpreadBias > 0.0f){ + float SpreadMult = FMath::Pow(FMath::FRand(), Default->SpreadBias); + TotalSpread *= SpreadMult; + } + + FVector BulletVelocityNew = Default->RandomStream.VRandCone(BulletVelocity, TotalSpread)*BulletVelocity.Size(); + float VelocityMP = FMath::Lerp(Default->MuzzleVelocityMin, Default->MuzzleVelocityMax, Default->RandomStream.FRand()); + BulletVelocityNew = BulletVelocityNew * VelocityMP; + + if (!Default->Shotgun) { + AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, BulletVelocityNew, BulletOwner, BulletInstigator, eventFireID); + } + else { + for (int i = 0; i < Default->ShotCount; i++) { + float Vel = BulletVelocityNew.Size()*Default->RandomStream.FRandRange(1.0 - Default->ShotVelocitySpread, 1.0 + Default->ShotVelocitySpread); + FVector SubmunitionVelocity = Default->RandomStream.VRandCone(BulletVelocityNew, Default->ShotSpread)*Vel; + AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, SubmunitionVelocity, BulletOwner, BulletInstigator, eventFireID); + } + } + } + else { + UE_LOG(LogTemp, Warning, TEXT("Cannot spawn bullet - invalid class or owner")); + } +} + +void AEBBullet::OnImpact_Implementation(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult, int FireEventID){ + return; +}; + +void AEBBullet::OnNetPredictedImpact_Implementation(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult, int FireEventID) { + return; +}; + +void AEBBullet::OnDeactivated_Implementation() { + return; +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletPredict.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletPredict.cpp new file mode 100644 index 0000000..809d8a4 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/BulletPredict.cpp @@ -0,0 +1,4 @@ +// Copyright 2020 Mookie. All Rights Reserved. + +#include "EBBullet.h" + diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CalcAimDirection.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CalcAimDirection.cpp new file mode 100644 index 0000000..97e2999 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CalcAimDirection.cpp @@ -0,0 +1,65 @@ +#include "EBBarrel.h" +#include "EBBullet.h" + +void UEBBarrel::CalculateAimDirection(TSubclassOf BulletClass, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime, float Step, int NumIterations) const { + FVector StartLocation = GetComponentLocation(); + CalculateAimDirectionFromLocation(BulletClass, StartLocation, TargetLocation, TargetVelocity, AimDirection, PredictedTargetLocation, PredictedIntersectionLocation, PredictedFlightTime, Error, MaxTime, Step, NumIterations); +} + +void UEBBarrel::CalculateAimDirectionFromLocation(TSubclassOf BulletClass, FVector StartLocation, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime, float Step, int NumIterations) const { + if (!BulletClass->IsValidLowLevel()) { + UE_LOG(LogTemp, Warning, TEXT("CalculateAimDirection - invalid bullet class")); + return; + } + + AEBBullet* bullet = Cast(BulletClass->GetDefaultObject()); + + FVector AddVelocity = AdditionalVelocity; + UPrimitiveComponent* parent = Cast(GetAttachParent()); + if (parent != nullptr) { + if (parent->IsSimulatingPhysics()) { + AddVelocity += parent->GetPhysicsLinearVelocityAtPoint(StartLocation) * InheritVelocity; + } + } + + + FVector InitialAimDirection = (TargetLocation - StartLocation).GetSafeNormal(); //initial prediction + AimDirection = InitialAimDirection; + FVector PreviousAimDirection = AimDirection; + + for (int Iteration = 0; Iteration < NumIterations; Iteration++) { + FVector CurrentBulletLocation = StartLocation; + FVector Velocity = (AimDirection * (FMath::Lerp(MuzzleVelocityMultiplierMin, MuzzleVelocityMultiplierMax, 0.5) * FMath::Lerp(bullet->MuzzleVelocityMin, bullet->MuzzleVelocityMax, 0.5))) + AddVelocity; + bool hit = 0; + for (float time = 0; time <= MaxTime; time += Step) { + FVector PreviousVelocity = Velocity; + Velocity = bullet->UpdateVelocity(GetWorld(), CurrentBulletLocation, Velocity, Step); + + FVector TraceVector = ((((PreviousVelocity + Velocity) * 0.5) - TargetVelocity) * Step); + FVector TraceEndLocation = CurrentBulletLocation + TraceVector; + FVector IntersectionPoint; + + hit = FMath::SegmentPlaneIntersection(CurrentBulletLocation - TraceVector, TraceEndLocation, FPlane(TargetLocation, InitialAimDirection), IntersectionPoint); //actual hit test + + if (hit) { + PredictedIntersectionLocation = IntersectionPoint; + FQuat AimCorrection = FQuat::FindBetween((IntersectionPoint - StartLocation), (TargetLocation - StartLocation)); + AimDirection = AimCorrection.RotateVector(AimDirection).GetSafeNormal(); + Error = (IntersectionPoint - TargetLocation).Size(); + + float AdditionalFlightTime = (FVector(CurrentBulletLocation - IntersectionPoint).Size() / TraceVector.Size()) * Step; + PredictedFlightTime = time + AdditionalFlightTime; + PredictedTargetLocation = TargetLocation + TargetVelocity * AdditionalFlightTime; + + break; + } + + //no hit, keep going + CurrentBulletLocation = TraceEndLocation; + } + if (!hit) { + Error = 99999999999999999.0f; + return; //no solution + } + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CollisionFilter.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CollisionFilter.cpp new file mode 100644 index 0000000..55e3168 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/CollisionFilter.cpp @@ -0,0 +1,25 @@ +#include "EBBullet.h" + +bool AEBBullet::CollisionFilter_Implementation(FHitResult HitResult) const{ + return true; +}; + +FHitResult AEBBullet::FilterHits(TArray Results, bool &hit) const{ + TArray OutResults; + + for (FHitResult Result : Results) { + if (Result.bBlockingHit) { + + hit = true; + return Result; + }else{ + if (CollisionFilter(Result)) { + hit = true; + return Result; + } + } + } + + hit = false; + return FHitResult(); //blank +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBarrel.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBarrel.cpp new file mode 100644 index 0000000..607b17f --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBarrel.cpp @@ -0,0 +1,303 @@ +// Copyright 2018 Mookie. All Rights Reserved. +#include "EBBarrel.h" + +UEBBarrel::UEBBarrel() { + PrimaryComponentTick.bCanEverTick = true; + bHiddenInGame = true; + bAutoActivate = true; + SetIsReplicatedByDefault(ReplicateVariables); + + RandomStream.GenerateNewSeed(); + + GatlingRPS = FireRateMin; +} + +void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + if (AntiRecoil) + { + if (previousAim.Num() > AntiRecoilPrevCount) + { + previousAim.RemoveAt(0); + } + if (previousLocation.Num() > AntiRecoilPrevCount) + { + previousLocation.RemoveAt(0); + } + } + + if (ClientSideAim){ + if (GetOwner()->GetRemoteRole()==ROLE_Authority){ + TimeSinceAimUpdate += DeltaTime; + if (TimeSinceAimUpdate >= 1.0f / ClientAimUpdateFrequency) { + + if (AntiRecoil) + { + // ForAntiRecoil + previousAim.Add(GetComponentTransform().GetUnitAxis(EAxis::X)); + previousLocation.Add(GetComponentTransform().GetLocation()); + + Aim = previousAim[0]; + Location = previousLocation[0]; + } + else + { + Aim = GetComponentTransform().GetUnitAxis(EAxis::X); + Location = GetComponentTransform().GetLocation(); + } + + ClientAim(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(),Location), Aim); + TimeSinceAimUpdate = FMath::Fmod(TimeSinceAimUpdate, 1.0f / ClientAimUpdateFrequency); + }; + }else{ + if (!RemoteAimReceived) { + if (AntiRecoil) + { + // ForAntiRecoil + previousAim.Add(GetComponentTransform().GetUnitAxis(EAxis::X)); + previousLocation.Add(GetComponentTransform().GetLocation()); + + Aim = previousAim[0]; + Location = previousLocation[0]; + } + else + { + Aim = GetComponentTransform().GetUnitAxis(EAxis::X); + Location = GetComponentTransform().GetLocation(); + } + } + else { + FVector LocOffset = (Location - GetComponentLocation()); + if (LocOffset.Size() > ClientAimDistanceLimit) { + //lag or cheater??? + Location = GetComponentLocation() + LocOffset.GetSafeNormal()*ClientAimDistanceLimit; + } + } + } + } + else { + if (AntiRecoil) + { + // ForAntiRecoil + previousAim.Add(GetComponentTransform().GetUnitAxis(EAxis::X)); + previousLocation.Add(GetComponentTransform().GetLocation()); + + Aim = previousAim[0]; + Location = previousLocation[0]; + } + else + { + Aim = GetComponentTransform().GetUnitAxis(EAxis::X); + Location = GetComponentTransform().GetLocation(); + } + } + + //Only server can tick + if (GetOwner()->GetLocalRole() == ROLE_Authority){ + + float RemainingDelta; + + if (FireMode == EFireMode::FM_Gatling) { + if (Spooling || (GatlingAutoSpool && Shooting)) { + GatlingRPS = FMath::Lerp(GatlingRPS, FireRateMax, FMath::Min(GatlingSpoolUpTime*DeltaTime, 1.0f)); + } + else { + GatlingRPS = FMath::Lerp(GatlingRPS, FireRateMin, FMath::Min(GatlingSpoolUpTime*DeltaTime, 1.0f)); + } + GatlingPhase += GatlingRPS*DeltaTime; + for (int i = 1; i <= GatlingPhase; i++) { + if (Cooldown <= 0.0f && LoadNext) { + NextBullet(); + } + + if (Shooting && ChamberedBullet != nullptr && (!ShootingBlocked)) { + SpawnBullet(GetOwner(), Location, Aim, nextFireEventID); + } + } + GatlingPhase = FMath::Fmod(GatlingPhase, 1.0f); + + } + else { + RemainingDelta = DeltaTime; + do { + float step = FMath::Min(Cooldown, RemainingDelta); + + Cooldown -= step; + + RemainingDelta -= step; + + if (Cooldown <= 0.0f && LoadNext) { + NextBullet(); + } + + //shoot when ready + if (Shooting && ChamberedBullet != nullptr && (!ShootingBlocked)) { + if (BurstRemaining > 0 || (FireMode != EFireMode::FM_Burst && FireMode != EFireMode::FM_InterBurst)) { + SpawnBullet(GetOwner(), Location, Aim, nextFireEventID); + } + else { + Shooting = false; + } + } + } while (RemainingDelta > 0 && Cooldown > 0); + } + } +} + +void UEBBarrel::NextBullet() { + if (ChamberedBullet == nullptr) { + if (Ammo.Num() > 0 && (CycleAmmoCount > 0 || CycleAmmoUnlimited || (!CycleAmmo))) { + + //cycle ammo + if (CycleAmmo) { + if (CycleAmmoPos >= Ammo.Num()) { CycleAmmoPos = 0; } + ChamberedBullet = Ammo[CycleAmmoPos]; + CycleAmmoPos++; + + if (!CycleAmmoUnlimited) { + CycleAmmoCount--; + } + } + else { + ChamberedBullet = Ammo[0]; + Ammo.RemoveAt(0, 1, EAllowShrinking::Yes); + } + + ReadyToShoot.Broadcast(); + } + else { + AmmoDepleted.Broadcast(); + } + } +} + +void UEBBarrel::SpawnBullet(AActor* Owner, FVector InLocation, FVector InAim, int fireEventID) { + TSubclassOf BulletClass = ChamberedBullet; + + if (BulletClass != nullptr) { + FVector OutLocation; + FVector OutAim; + + InitialBulletTransform(InLocation, InAim, OutLocation, OutAim); + + AEBBullet* Default = Cast(BulletClass->GetDefaultObject()); + + float BulletSpread = Default->Spread; + if (Default->SpreadBias > 0.0f) { + float SpreadMult = FMath::Pow(FMath::FRand(), Default->SpreadBias); + BulletSpread *= SpreadMult; + } + float BarrelSpread = Spread; + if (SpreadBias > 0.0f) { + float SpreadMult = FMath::Pow(FMath::FRand(), SpreadBias); + BarrelSpread *= SpreadMult; + } + + float TotalSpread = BulletSpread+BarrelSpread; + + OutAim = RandomStream.VRandCone(OutAim,TotalSpread); + float BulletVelocity = FMath::Lerp(MuzzleVelocityMultiplierMin* Default->MuzzleVelocityMin, MuzzleVelocityMultiplierMax*Default->MuzzleVelocityMax, RandomStream.FRand()); + FVector Velocity = OutAim*BulletVelocity; + + //get parent physics body + UPrimitiveComponent* parent = Cast(GetAttachParent()); + Velocity += AdditionalVelocity; + + if (parent != nullptr) { + + if (parent->IsSimulatingPhysics()) { + Velocity += parent->GetPhysicsLinearVelocityAtPoint(OutLocation)*InheritVelocity; + } + + if (Default->Shotgun) { + ApplyRecoil(parent, OutLocation, -Velocity*Default->Mass*RecoilMultiplier*Default->ShotCount); + } + else{ + ApplyRecoil(parent, OutLocation, -Velocity*Default->Mass*RecoilMultiplier); + } + } + + BeforeShotFired.Broadcast(); +#ifdef WITH_EDITOR + if (shotTrace) { + DrawDebugLine(GetWorld(), OutLocation, Velocity, FColor(1, 0, 0, 1), false, 3, 0, 0); + }; +#endif + if (ReplicateShotFiredEvents) { + SpawnBulletEventMulticast(OutLocation, Velocity); + } + else { + SpawnBulletEvent.Broadcast(OutLocation, Velocity); + } + + AEBBullet::SpawnWithExactVelocity(BulletClass, Owner, Owner->GetInstigator(), OutLocation, Velocity, fireEventID); + + //spend ammo + ChamberedBullet = nullptr; + if (FireMode != EFireMode::FM_Gatling) { + Cooldown = 1.0f / FMath::Lerp(FireRateMin, FireRateMax, RandomStream.FRand()); + } + + //fire modes + switch (FireMode) { + case EFireMode::FM_Auto: + LoadNext = true; + break; + + case EFireMode::FM_Burst: + LoadNext = true; + break; + + case EFireMode::FM_InterBurst: + LoadNext = true; + break; + + case EFireMode::FM_Semiauto: + Shooting = false; + LoadNext = true; + break; + + case EFireMode::FM_Manual: + Shooting = false; + LoadNext = false; + break; + + case EFireMode::FM_Slamfire: + LoadNext = false; + break; + + case EFireMode::FM_Gatling: + LoadNext = true; + break; + }; + + if (BurstRemaining > 0) { + BurstRemaining--; + } + else { + if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) { + Cooldown = FMath::Max(Cooldown, BurstCooldown); + } + } + + if (ReplicateShotFiredEvents) { + ShotFiredMulticast(); + } + else { + ShotFired.Broadcast(); + } + } +} + +void UEBBarrel::InitialBulletTransform_Implementation(FVector InLocation, FVector InDirection, FVector& OutLocation, FVector& OutDirection) { + OutLocation = InLocation; + OutDirection = InDirection; +} + +void UEBBarrel::ApplyRecoil_Implementation(UPrimitiveComponent* Component, FVector InLocation, FVector Impulse){ + if (Component->IsSimulatingPhysics()) { + Component->AddImpulseAtLocation(Impulse, InLocation); + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBullet.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBullet.cpp new file mode 100644 index 0000000..4f29094 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EBBullet.cpp @@ -0,0 +1,141 @@ +// Copyright 2018 Mookie. All Rights Reserved. +#include "EBBullet.h" + +// Sets default values +AEBBullet::AEBBullet() { + // 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; + SetTickGroup(ETickingGroup::TG_PrePhysics); +} + +// Called when the game starts or when spawned +void AEBBullet::BeginPlay() { + SetActorEnableCollision(AllowComponentCollisions); + + if(!IsRecycled){ + Super::BeginPlay(); + IsRecycled = true; + } + else{ + ReceiveBeginPlay(); + } + + if (SafeLaunch) { + OwnerSafe = true; + } + + if (DoFirstStepImmediately) { + float DeltaTime = GetWorld()->GetDeltaSeconds(); + + if (RandomFirstStepDelta) { + DeltaTime *= RandomStream.FRand(); + }; + + if (FixedStep) { + Step(FixedStepSeconds); + } + else { + Step(DeltaTime); + } + } +} + +// Called every frame +void AEBBullet::Tick(float DeltaTime) { + Super::Tick(DeltaTime); + + if (FixedStep) { + AccumulatedDelta += DeltaTime; + + while (AccumulatedDelta >= FixedStepSeconds) { + Step(FixedStepSeconds); + AccumulatedDelta -= FixedStepSeconds; + } + + } + else { + Step(DeltaTime); + } +} + +void AEBBullet::Step(float DeltaTime) { + FVector start = GetActorLocation(); + bool sendUpdate = false; + + if (Retrace && CanRetrace) { + //time travel + float remainingTime = LastTraceDelta; + int remainingSteps = MaxTracesPerStep; + FVector PreviousVelocity = LastTracePrevVelocity; + SetActorLocation(LastTraceStart); + Velocity = LastTraceVelocity; + + do { + if (RetraceOnAnotherChannel) { + remainingTime = Trace(GetActorLocation(), + PreviousVelocity, + remainingTime, + RetraceChannel); + } + else { + remainingTime = Trace(GetActorLocation(), + PreviousVelocity, + remainingTime, + TraceChannel); + } + PreviousVelocity = Velocity; + remainingSteps -= 1; + if (remainingTime > 0.0f) { sendUpdate = true; }; + } while (remainingTime > 0.0f && remainingSteps > 0); + } + CanRetrace = false; + + FVector PreviousVelocity = Velocity; + Velocity = UpdateVelocity(GetWorld(), GetActorLocation(), Velocity, DeltaTime); + + //trace + float remainingTime = DeltaTime; + int remainingSteps = MaxTracesPerStep; + do { + remainingTime = Trace(GetActorLocation(), + PreviousVelocity, + remainingTime, + TraceChannel + ); + PreviousVelocity = Velocity; + remainingSteps -= 1; + if (remainingTime > 0.0f) { sendUpdate = true; }; + } while (remainingTime > 0.0f && remainingSteps > 0); + + if (sendUpdate) { + if (ReliableReplication) { + VelocityChangeBroadcastReliable(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(),GetActorLocation()), Velocity); + } + else { + VelocityChangeBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(), GetActorLocation()), Velocity); + } + } + + if(SafeDelay <= 0.0f){ + OwnerSafe = false; + } + else { + SafeDelay -= DeltaTime; + } + + if (RotateActor) { + FRotator NewRot = UKismetMathLibrary::MakeRotFromX(Velocity); + NewRot.Roll = GetActorRotation().Roll; + SetActorRotation(NewRot); + } +} + +float AEBBullet::GetCurveValue(const UCurveFloat* curve, float in, float deflt) const { + if (curve == nullptr) return deflt; + return curve->GetFloatValue(in); +} + +void AEBBullet::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) { + Super::ApplyWorldOffset(InOffset, bWorldShift); + LastTraceStart += InOffset; +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EasyBallistics.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EasyBallistics.cpp new file mode 100644 index 0000000..8de34ae --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/EasyBallistics.cpp @@ -0,0 +1,21 @@ +// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EasyBallistics.h" + +#define LOCTEXT_NAMESPACE "FEasyBallisticsModule" + +void FEasyBallisticsModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FEasyBallisticsModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FEasyBallisticsModule, EasyBallistics) \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Environment.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Environment.cpp new file mode 100644 index 0000000..fd5290c --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Environment.cpp @@ -0,0 +1,58 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBullet.h" + +FVector AEBBullet::GetWind_Implementation(UWorld* World, FVector Location) const{ + return Wind; +} + +float AEBBullet::GetAirDensity_Implementation(UWorld* World, FVector Location) const{ + switch (AtmosphereType) { + case (EEBAtmosphereType::AT_Curve): { + float airmp = SeaLevelAirDensity / GetCurveValue(AirDensityCurve, 0, SeaLevelAirDensity); + return GetCurveValue(AirDensityCurve, GetAltitude(World, Location) / WorldScale, SeaLevelAirDensity)* airmp; + } + case (EEBAtmosphereType::AT_Earth): { + return GetAltitudeDensity(GetAltitude(World, Location) / WorldScale / 100.0f); + } + default:{ + return SeaLevelAirDensity; + } + } +} + +float AEBBullet::GetSpeedOfSound_Implementation(UWorld* World, FVector Location) const{ + if (!SpeedOfSoundVariesWithAltitude) { + return SeaLevelSpeedOfSound * WorldScale; + } + + float Altitude = GetAltitude(World, Location); + float soundvmp = SeaLevelSpeedOfSound / GetCurveValue(SpeedOfSoundCurve, 0, SeaLevelSpeedOfSound); + return GetCurveValue(SpeedOfSoundCurve, Altitude, SeaLevelSpeedOfSound)*WorldScale*soundvmp; +} + + +float AEBBullet::GetAltitudePressure(float AltitudeMeter) const { + return FMath::Max(SeaLevelAirPressure * FMath::Pow((1 - (0.0000225577 * AltitudeMeter)), 5.25588), 0.0f); +} + +float AEBBullet::GetAltitudeTemperature(float AltitudeMeter) const { + return SeaLevelAirTemperature - (TemperatureLapseRate * FMath::Min(AltitudeMeter, TropopauseAltitude)); +} + +float AEBBullet::GetAltitudeDensity(float AltitudeMeter) const { + float Temperature = GetAltitudeTemperature(AltitudeMeter); + float Pressure = GetAltitudePressure(AltitudeMeter); + return Pressure * 100.0f / ((Temperature + 273.15) * SpecificGasConstant); +} + +float AEBBullet::GetAltitude(UWorld* World, FVector Location) const{ + FVector DistanceFromOrigin = (Location - WorldCenterLocation + FVector(World->OriginLocation)); + if (SphericalAltitude) + { + return (DistanceFromOrigin.Size() - SeaLevelRadius); + } + else { + return DistanceFromOrigin.Z; + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pentrace.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pentrace.cpp new file mode 100644 index 0000000..073fc4c --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pentrace.cpp @@ -0,0 +1,40 @@ +// Copyright 2020 Mookie. All Rights Reserved. + +#include "EBBullet.h" + +float AEBBullet::PenetrationTrace(FVector StartLocation, FVector EndLocation, TWeakObjectPtr Component, EPenTraceType PenTraceType, TEnumAsByte CollisionChannel, FVector &ExitLocation, FVector &ExitNormal) { + FCollisionQueryParams QueryParams; + QueryParams.bTraceComplex = TraceComplex; + QueryParams.bFindInitialOverlaps = true; + + FHitResult Result; + +switch (PenTraceType) { + case(EPenTraceType::PT_BackTrace): { + bool Hit = GetWorld()->LineTraceSingleByChannel(Result, EndLocation, StartLocation, CollisionChannel, QueryParams); + if (!Hit) return 1.0f; + ExitNormal = Result.Normal; + ExitLocation = Result.Location; + return (1.0f - Result.Time); + } + + case(EPenTraceType::PT_ByComponent): { + bool Hit = Component->LineTraceComponent(Result, EndLocation, StartLocation, QueryParams); + if (!Hit) return 1.0f; + ExitNormal = Result.Normal; + ExitLocation = Result.Location; + return (1.0f - Result.Time); + } + + case(EPenTraceType::PT_TwoSidedGeometry): { + bool Hit = GetWorld()->LineTraceSingleByChannel(Result, StartLocation, EndLocation, CollisionChannel, QueryParams); + if (!Hit) return 1.0f; + ExitLocation = Result.Location; + ExitNormal = -Result.Normal; + return Result.Time; + } + + default: + return 1.0f; + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pooling.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pooling.cpp new file mode 100644 index 0000000..5ab963b --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Pooling.cpp @@ -0,0 +1,169 @@ +#include "EBBullet.h" + +void AEBBullet::Deactivate() { + //server only + if (!HasAuthority()) { return; } + OnDeactivated(); + this->DeactivateToPool(); + DeactivationBroadcast(); +} + +AEBBullet* AEBBullet::GetFromPool(UWorld* World, UClass* BulletClass) { + AEBBullet* Pool = Cast(BulletClass->GetDefaultObject()); + + if (Pool) { + //find first of correct class; + bool CleanupRequired=false; + + int32 FoundIndex = Pool->Pooled.IndexOfByPredicate( + [&](auto InItem) { + if (InItem.IsValid() && InItem->GetWorld() == World) { + return true; + } + else { + CleanupRequired = true; + return false; + } + }); + + TWeakObjectPtr Found = nullptr; + if (FoundIndex != INDEX_NONE) { + Found = Pool->Pooled[FoundIndex]; + Pool->Pooled.RemoveAtSwap(FoundIndex,EAllowShrinking::Yes); + } + + if (CleanupRequired) { +#ifdef WITH_EDITOR + if (Pool->DebugPooling) { + GEngine->AddOnScreenDebugMessage(2, 2, FColor::White, TEXT("Invalid reference in pool, cleaning up")); + } +#endif + Pool->Pooled.RemoveAll([&](auto InItem) { + if (InItem.IsValid() && InItem->GetWorld() == World) { + return false; + } + else { + return true; + } + }); + } + + return(Found.Get()); + } + else { + return nullptr; + } +} + +AEBBullet* AEBBullet::SpawnOrReactivate(UWorld* World, TSubclassOf BulletClass, const FTransform& Transform, FVector BulletVelocity, AActor* BulletOwner, APawn* BulletInstigator, int nextEventFireID) { + AEBBullet* bullet; + + AEBBullet* Recycled = GetFromPool(World, BulletClass); + + if (Recycled) { + AEBBullet* Default = Cast(BulletClass->GetDefaultObject()); + + Recycled->Reset(); + Recycled->fireEventID = nextEventFireID; + Recycled->SetOwner(BulletOwner); + Recycled->SetInstigator(BulletInstigator); + Recycled->SetActorTransform(Transform,false,nullptr,ETeleportType::TeleportPhysics); + Recycled->Velocity = BulletVelocity; + Recycled->SetActorHiddenInGame(Default->IsHidden()); + Recycled->SetActorTickEnabled(true); + Recycled->CanRetrace = false; + Recycled->IgnoredActors = Default->IgnoredActors; + Recycled->SafeDelay = Default->SafeDelay; + Recycled->SetLifeSpan(Default->InitialLifeSpan); + Recycled->FinishSpawning(Transform); + //if (!Recycled->HasActorBegunPlay()){ Recycled->BeginPlay(); } + //Recycled->ReactivationBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(Recycled->GetWorld(), Transform.GetLocation()), BulletVelocity, BulletOwner, BulletInstigator); +#ifdef WITH_EDITOR + if (Recycled->DebugPooling) { + GEngine->AddOnScreenDebugMessage(0, 2, FColor::Green, TEXT("Recycling pooled bullet")); + } +#endif + return Recycled; + } + else { + bullet = Cast(World->SpawnActorDeferred(BulletClass, Transform, BulletOwner, BulletInstigator)); + bullet->RandomStream.GenerateNewSeed(); + bullet->Velocity = BulletVelocity; + bullet->fireEventID = nextEventFireID; + bullet->FinishSpawning(Transform); + //UGameplayStatics::FinishSpawningActor(bullet, Transform); +#ifdef WITH_EDITOR + if (bullet->DebugPooling) { + GEngine->AddOnScreenDebugMessage(0, 2, FColor::Orange, TEXT("Spawning new bullet")); + } +#endif + return bullet; + } +} + +void AEBBullet::FinishSpawning(FTransform Transform) { + if(IsRecycled){ + if (!HasActorBegunPlay()){ + BeginPlay(); + } + ReactivationBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(this->GetWorld(), Transform.GetLocation()), this->Velocity, this->GetOwner(), this->GetInstigator(), fireEventID); + }else{ + UGameplayStatics::FinishSpawningActor(this, Transform); + } +} + +void AEBBullet::ReactivationBroadcast_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor* BulletOwner, APawn* BulletInstigator, int nextEventFireID) { + if (!HasAuthority()) { + AEBBullet* Default = Cast(this->StaticClass()->GetDefaultObject()); + + SetOwner(BulletOwner); + SetInstigator(BulletInstigator); + fireEventID = nextEventFireID; + SetActorLocation(UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation)); + Velocity = NewVelocity; + CanRetrace = false; + + SetActorHiddenInGame(Default->IsHidden()); + SetActorTickEnabled(true); + SafeDelay = Default->SafeDelay; + OwnerSafe = Default->SafeLaunch; + BeginPlay(); + } +} + +void AEBBullet::DeactivationBroadcast_Implementation() { + if (!HasAuthority()) { + OnDeactivated(); + this->DeactivateToPool(); + } +} + +void AEBBullet::LifeSpanExpired() { + Deactivate(); +} + +void AEBBullet::DeactivateToPool() { + AEBBullet* Pool = Cast(GetClass()->GetDefaultObject()); + + if (Pool && EnablePooling) { + SetActorHiddenInGame(true); + SetActorTickEnabled(false); + Pool->Pooled.Add(this); + EndPlay(EEndPlayReason::RemovedFromWorld); + + if (Pool->Pooled.Num() > MaxPoolSize) { + AEBBullet* Oldest = (Pool->Pooled[0].Get()); + Pool->Pooled.RemoveAtSwap(0,EAllowShrinking::Yes); + if (Oldest) { Oldest->Destroy(); } + } + +#ifdef WITH_EDITOR + if (DebugPooling) { + GEngine->AddOnScreenDebugMessage(2, 2, FColor::White, FString("Bullet pooled: ") + FString::FromInt(Pool->Pooled.Num())); + } +#endif + } + else { + Destroy(); + } +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Predict.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Predict.cpp new file mode 100644 index 0000000..158e37b --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Predict.cpp @@ -0,0 +1,74 @@ +// Copyright 2020 Mookie. All Rights Reserved. + +#include "EBBarrel.h" +#include "EBBullet.h" + +void UEBBarrel::PredictHit(bool& Hit, FHitResult& HitResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray& Trajectory, TSubclassOf BulletClass, TArray IgnoredActors, float MaxTime, float Step) const { + FVector StartLocation = GetComponentLocation(); + FVector AimDirection = GetComponentQuat().GetForwardVector(); + PredictHitFromLocation(Hit, HitResult, HitLocation, HitTime, HitActor, Trajectory, BulletClass, StartLocation, AimDirection, IgnoredActors, MaxTime, Step); +} + +void UEBBarrel::PredictHitFromLocation(bool &Hit, FHitResult& HitResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray& Trajectory, TSubclassOf BulletClass, FVector StartLocation, FVector AimDirection, TArray IgnoredActors, float MaxTime, float Step) const{ + if (!BulletClass->IsValidLowLevel()) { + UE_LOG(LogTemp, Warning, TEXT("PredictHit - invalid bullet class")); + return; + } + + float Time = 0; + Trajectory = TArray(); + + FVector CurrentLocation = StartLocation; + AEBBullet* Bullet = Cast(BulletClass->GetDefaultObject()); + FVector Velocity = AimDirection.GetSafeNormal()*(FMath::Lerp(MuzzleVelocityMultiplierMin, MuzzleVelocityMultiplierMax, 0.5)*FMath::Lerp(Bullet->MuzzleVelocityMin, Bullet->MuzzleVelocityMax, 0.5)); + + UPrimitiveComponent* Parent = Cast(GetAttachParent()); + + Velocity += AdditionalVelocity; + + if (Parent != nullptr) { + if (Parent->IsSimulatingPhysics()) { + Velocity += Parent->GetPhysicsLinearVelocityAtPoint(CurrentLocation)*InheritVelocity; + } + } + + while (Time < MaxTime) { + FVector PreviousVelocity = Velocity; + Velocity = Bullet->UpdateVelocity(GetWorld(), CurrentLocation, Velocity, Step); + Hit = UEBBarrel::PredictTrace(GetWorld(), Bullet, CurrentLocation, CurrentLocation + FMath::Lerp(PreviousVelocity, Velocity, 0.5f)*Step, HitResult, IgnoredActors); + if (Hit) { + Trajectory.Add(HitResult.Location); + HitTime = Time+(HitResult.Time*Step); + HitActor = HitResult.GetActor(); + HitLocation = HitResult.Location; + return; + } + else { + Trajectory.Add(CurrentLocation); + CurrentLocation += FMath::Lerp(PreviousVelocity, Velocity, 0.5f)*Step; + Time += Step; + } + } + + Hit = false; + HitTime = MaxTime; + HitLocation = CurrentLocation; + HitActor = nullptr; +} + +bool UEBBarrel::PredictTrace(UWorld* World, AEBBullet* Bullet, FVector Start, FVector End, FHitResult &HitResult, TArray IgnoredActors) const { + + FCollisionResponseParams ResponseParams; + + FCollisionQueryParams QueryParams; + QueryParams.bTraceComplex = Bullet->TraceComplex; + QueryParams.bReturnPhysicalMaterial = true; + + if (Bullet->SafeLaunch) { + QueryParams.AddIgnoredActor(GetOwner()); + } + + QueryParams.AddIgnoredActors(IgnoredActors); + + return World->LineTraceSingleByChannel(HitResult, Start, End, Bullet->TraceChannel, QueryParams, ResponseParams); +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Reload.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Reload.cpp new file mode 100644 index 0000000..9ecb2f5 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Reload.cpp @@ -0,0 +1,74 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBarrel.h" +#include "EBBullet.h" + +TArray> UEBBarrel::GetAmmo(bool CountChambered) const { + if (!CountChambered || ChamberedBullet == nullptr) { + return Ammo; + } + else { + TArray> RetAmmo; + RetAmmo.Add(ChamberedBullet); + RetAmmo.Append(Ammo); + return RetAmmo; + }; +}; + +int UEBBarrel::GetAmmoCount(bool CountChambered) const { + + int remainingAmmo; + if (CycleAmmo) { + remainingAmmo = CycleAmmoCount; + } + else { + remainingAmmo = Ammo.Num(); + }; + + if (CountChambered) { + if (ChamberedBullet != nullptr) { + remainingAmmo++; + }; + }; + + return remainingAmmo; +}; + +void UEBBarrel::SetAmmo(int Count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray>& NewAmmo) { + Ammo = NewAmmo; + + CycleAmmoCount = Count; + + if (UnloadChambered) { + ChamberedBullet = nullptr; + }; + + if (CancelShooting) { + BurstRemaining = 0; + Shooting = false; + }; + + if (ManualCharge) { + LoadNext = false; + }; +}; + +void UEBBarrel::Charge_Implementation() { + LoadNext = true; +}; + +bool UEBBarrel::Charge_Validate() { + return true; +}; + +void UEBBarrel::UnloadChambered_Implementation(bool ManualCharge) { + ChamberedBullet = nullptr; + + if (ManualCharge) { + LoadNext = false; + }; +}; + +bool UEBBarrel::UnloadChambered_Validate(bool ManualCharge) { + return true; +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/SafeLaunch.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/SafeLaunch.cpp new file mode 100644 index 0000000..7b2a58f --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/SafeLaunch.cpp @@ -0,0 +1,28 @@ +// Copyright 2020 Mookie. All Rights Reserved. + +#include "EBBullet.h" + +TArrayAEBBullet::GetSafeLaunchIgnoredActors(AActor* BulletOwner) const{ + TArray Results = SafeLaunchIgnoredActors; + + Results.Add(BulletOwner); + + if (SafeLaunchIgnoreAttachParent && BulletOwner) { + AActor* AttachedRoot = BulletOwner; + + while (true) { //find attachment root + AActor* AttachedTo; + AttachedTo = AttachedRoot->GetAttachParentActor(); + + if (AttachedTo) { + Results.Add(AttachedTo); + AttachedRoot = AttachedTo; + } + else break; + } + Results.Add(AttachedRoot); + if (SafeLaunchIgnoreAllAttached) Results.Append(GetAttachedActorsRecursive(AttachedRoot)); + } + + return Results; +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Trace.cpp b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Trace.cpp new file mode 100644 index 0000000..dcbd6a2 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Private/Trace.cpp @@ -0,0 +1,216 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#include "EBBullet.h" + +float AEBBullet::Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte CollisionChannel) { + + bool Hit; + FHitResult HitResult; + TArray Results; + + FCollisionResponseParams ResponseParameters; + + FCollisionQueryParams CollisionParameters; + CollisionParameters.bTraceComplex = TraceComplex; + CollisionParameters.bReturnPhysicalMaterial = true; + CollisionParameters.AddIgnoredActor(this); + CollisionParameters.AddIgnoredActors(IgnoredActors); + CollisionParameters.bReturnFaceIndex = true; + + if (OwnerSafe) { + CollisionParameters.AddIgnoredActors(GetSafeLaunchIgnoredActors(GetOwner())); + } + + FVector TraceDistance = (PreviousVelocity + Velocity)*0.5*delta; + + GetWorld()->LineTraceMultiByChannel(Results, start, start + TraceDistance, CollisionChannel, CollisionParameters, ResponseParameters); + if (Results.Num() > 0) { + HitResult = FilterHits(Results, Hit); + } + else { Hit = false; } + + if (Hit) { + //Reduce velocity + Velocity = FMath::Lerp(PreviousVelocity, Velocity, HitResult.Time); + + bool Ricochet = false; + bool Penetration = false; + FVector exitLoc; + FVector exitNormal; + FVector NewVelocity = Velocity; + + //material mods + bool neverPenetrate = false; + bool neverRicochet = false; + float penDepthMultiplier = 1.0f; + float penNormalization = PenetrationNormalization; + float penNormalizationGrazing = PenetrationNormalizationGrazing; + float penEnterSpread = PenetrationEntryAngleSpread; + float penExitSpread = PenetrationExitAngleSpread; + float ricProbMultiplier = 1.0f; + float ricRestitution = RicochetRestitution; + float ricFriction = RicochetFriction; + float ricSpread = RicochetSpread; + EPenTraceType PenTraceType = DefaultPenTraceType; + + UPhysicalMaterial* PhysMaterial = HitResult.PhysMaterial.Get(); + + + + if (PhysMaterial) { + //material response modifiers + if (MaterialResponseMap != nullptr) { + FEBMaterialResponseMapEntry* ResponseEntry = MaterialResponseMap->Map.Find(PhysMaterial); + if (ResponseEntry != nullptr) { + neverPenetrate = ResponseEntry->NeverPenetrate; + neverRicochet = ResponseEntry->NeverRicochet; + PenTraceType = ResponseEntry->PenTraceType; + + penDepthMultiplier = ResponseEntry->PenetrationDepthMultiplier; + penNormalization = PenetrationNormalization + ResponseEntry->PenetrationNormalization; + penNormalizationGrazing = PenetrationNormalizationGrazing + ResponseEntry->PenetrationNormalizationGrazing; + penEnterSpread = PenetrationEntryAngleSpread + ResponseEntry->PenetrationEntryAngleSpread; + penExitSpread = PenetrationExitAngleSpread + ResponseEntry->PenetrationExitAngleSpread; + + ricProbMultiplier = ResponseEntry->RicochetProbabilityMultiplier; + ricRestitution = FMath::Lerp(RicochetRestitution, ResponseEntry->RicochetRestitution, ResponseEntry->RicochetRestitutionInfluence); + ricFriction = FMath::Lerp(RicochetFriction, ResponseEntry->RicochetFriction, ResponseEntry->RicochetFrictionInfluence); + ricSpread = RicochetSpread + ResponseEntry->RicochetSpread; + } + } + + if (MaterialDensityControlsPenetrationDepth) { + penDepthMultiplier /= PhysMaterial->Density; + } + + if (MaterialRestitutionControlsRicochet) { + RicochetRestitution *= PhysMaterial->Restitution; + } + } + + + float dot = FVector::DotProduct(Velocity.GetSafeNormal(), HitResult.Normal) + 1.0f; + FVector cross = FVector::CrossProduct(Velocity.GetSafeNormal(), HitResult.Normal); + FVector flat = HitResult.Normal.RotateAngleAxis(-90.0f, cross); + +#ifdef WITH_EDITOR + if (DebugEnabled) { + FColor DebugColor = FColor::MakeRedToGreenColorFromScalar(Velocity.Size() / MuzzleVelocityMax); + DrawDebugLine(GetWorld(), start, HitResult.Location, DebugColor, false, DebugTrailTime, 0, DebugTrailWidth); + }; +#endif + + float GrazingAngle = FMath::Pow(dot, GrazingAngleExponent); + FVector PenetrationVector = RandomStream.VRandCone(Velocity, penEnterSpread); + PenetrationVector = FMath::Lerp(PenetrationVector, -HitResult.Normal, FMath::Lerp(penNormalization, penNormalizationGrazing, GrazingAngle)); + float PenetrationDistance = FMath::Lerp(MinPenetration, MaxPenetration, RandomStream.FRand()) * FMath::Pow((Velocity.Size() / ((MuzzleVelocityMin + MuzzleVelocityMax) * 0.5f)), 2.0f) * penDepthMultiplier; + float PenetrationDepth = -FVector::DotProduct(PenetrationVector, HitResult.Normal) * PenetrationDistance; + + float BlockTIme = 1.0f; + + if (PenetrationDistance > 0.0f) { + if (!neverPenetrate) { + BlockTIme = PenetrationTrace(HitResult.Location - (HitResult.Normal * CollisionMargin), HitResult.Location + PenetrationVector * PenetrationDistance, HitResult.Component, PenTraceType, CollisionChannel, exitLoc, exitNormal); + } + } + + if (BlockTIme >= 0.999999f) { + + //no pen + SetActorLocation(HitResult.Location + HitResult.Normal * CollisionMargin); + + float ricThreshold = 1.0f; + if (SpeedControlsRicochetProbability) { ricThreshold *= Velocity.Size() / MuzzleVelocityMax; }; + + if (!neverRicochet && RandomStream.FRand() * ricThreshold < FMath::Lerp(RicochetProbability * ricProbMultiplier, RicochetProbabilityGrazing * ricProbMultiplier, GrazingAngle)) { + //bounce + FVector bounceAngle = flat * dot * (1.0f - ricFriction); + bounceAngle += HitResult.Normal * (1.0f - dot) * ricRestitution; + bounceAngle = RandomStream.VRandCone(bounceAngle, ricSpread) * bounceAngle.Size(); + + NewVelocity = bounceAngle * Velocity.Size(); + Ricochet = true; + OwnerSafe = false; + } + else { + //stopped + NewVelocity = FVector(0, 0, 0); + } + } + else { + //penetration + float RemainingEnergy = FMath::Pow(1.0f - BlockTIme, 2.0f); + SetActorLocation(exitLoc + exitNormal * CollisionMargin); + NewVelocity = RandomStream.VRandCone(PenetrationVector, penExitSpread * (1.0f - RemainingEnergy)); + NewVelocity = FMath::Lerp(NewVelocity, Velocity.GetSafeNormal(), RemainingEnergy); + NewVelocity *= RemainingEnergy * Velocity.Size(); + Penetration = true; + OwnerSafe = false; + } + + + //response + FVector Impulse = (Velocity - NewVelocity) * Mass * ImpulseMultiplier; + + if (AddImpulse && HitResult.Component->IsSimulatingPhysics()) { + HitResult.Component->AddImpulseAtLocation(Impulse, HitResult.Location, HitResult.BoneName); + } + + //impact actual + if (HasAuthority()) { + OnImpact(Ricochet, Penetration, HitResult.Location, Velocity, HitResult.Normal, GetActorLocation(), NewVelocity, Impulse, PenetrationDepth, HitResult.GetActor(), HitResult.Component.Get(), HitResult.BoneName, PhysMaterial, HitResult, fireEventID); + } + else { + OnNetPredictedImpact(Ricochet, Penetration, HitResult.Location, Velocity, HitResult.Normal, GetActorLocation(), NewVelocity, Impulse, PenetrationDepth, HitResult.GetActor(), HitResult.Component.Get(), HitResult.BoneName, PhysMaterial, HitResult, fireEventID); + } + + Velocity = NewVelocity; + + if ((Velocity.Size() < DespawnVelocity) || (!Ricochet && !Penetration && (DespawnVelocity>0.0f))){ + Deactivate(); + } + CanRetrace = false; + } + else { + //prepare for time travel + if (Retrace) { + CanRetrace = true; + LastTraceStart = start; + LastTraceDelta = delta; + LastTracePrevVelocity = PreviousVelocity; + LastTraceVelocity = Velocity; + } + + SetActorLocation(start + TraceDistance); + HitResult.Time = 1.0f; + + OnTrace(start, GetActorLocation()); + +#ifdef WITH_EDITOR + if (DebugEnabled) { + FLinearColor Color = GetDebugColor(Velocity.Size() / ((MuzzleVelocityMin + MuzzleVelocityMax)*0.5f)); + DrawDebugLine(GetWorld(), start, start + TraceDistance, Color.ToFColor(true), false, DebugTrailTime, 0, 0); + } + } +#endif + + return delta*(1.0f - HitResult.Time); +} + +TArray AEBBullet::GetAttachedActorsRecursive(AActor* Actor, uint16 Depth, TArray VisitedActors) const { + //TODO: limit depth + TArray Attached; + Actor->GetAttachedActors(Attached); + + TArray AttachedRecursive; + for (AActor* ActorRecursive : Attached) { // Skip already visited actors to avoid infinite recursion + if (!VisitedActors.Contains(ActorRecursive)) { + VisitedActors.Add(ActorRecursive); + AttachedRecursive += GetAttachedActorsRecursive(ActorRecursive, Depth+1, VisitedActors); + VisitedActors.Remove(ActorRecursive); // Remove from visited actors to allow other branches to visit it + } + } + + Attached += AttachedRecursive; + return Attached; +} \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBarrel.h b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBarrel.h new file mode 100644 index 0000000..f72094d --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBarrel.h @@ -0,0 +1,154 @@ +// Copyright 2020 Mookie. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/PrimitiveComponent.h" +#include "Kismet/GameplayStatics.h" + +#include "EBBullet.h" + +#include "EBBarrel.generated.h" + +UENUM(BlueprintType) +enum class EFireMode : uint8 +{ + FM_Auto UMETA(DisplayName = "Full Auto"), + FM_Semiauto UMETA(DisplayName = "Semiauto"), + FM_Burst UMETA(DisplayName = "Burst"), + FM_InterBurst UMETA(DisplayName = "Interruptible Burst"), + FM_Manual UMETA(DisplayName = "Manual"), + FM_Slamfire UMETA(DisplayName = "Slam Fire"), + FM_Gatling UMETA(DisplayName = "Gatling") +}; + +UCLASS(Blueprintable, ClassGroup = (Custom), hidecategories = (Object, LOD, Physics, Lighting, TextureStreaming, Collision, HLOD, Mobile, VirtualTexture, ComponentReplication), editinlinenew, meta = (BlueprintSpawnableComponent)) + class EASYBALLISTICS_API UEBBarrel : public UPrimitiveComponent +{ + + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UEBBarrel(); + + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PROSERVE") int nextFireEventID = 100.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool shotTrace = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugArrowSize = 100.0f; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil") bool AntiRecoil = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "AntiRecoil") int AntiRecoilPrevCount = 5; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Bullet inherits barrel velocity, only works with physics enabled or with additional velocity set")) float InheritVelocity = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Amount of recoil applied to the barrel, only works with physics enabled")) float RecoilMultiplier = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Additional velocity, for use with InheritVelocity")) FVector AdditionalVelocity = FVector(0,0,0); + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional maximum spread, in radians, applied on top of bullet spread", ClampMin = "0")) float Spread=0.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMin = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMax = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum fire rate, rounds per second")) float FireRateMin = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum fire rate, rounds per second, set to same number as FireRateMin to disable randomization")) float FireRateMax = 1.0f; + UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") EFireMode FireMode = EFireMode::FM_Auto; + UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") bool ShootingBlocked; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Number of rounds auto fired in burst mode")) int BurstCount = 3; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum time between bursts")) float BurstCooldown = 0.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Automatically spin up gatling when trigger is being held down")) bool GatlingAutoSpool = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolUpTime = 1.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolDownTime = 1.0f; + UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingPhase = 0.0f; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo") bool CycleAmmo = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) bool CycleAmmoUnlimited = true; + UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo") TArray> Ammo; + UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoCount; + UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoPos; + + UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") TSubclassOf ChamberedBullet; + UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Shooting; + UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Spooling = false; + UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingRPS = 0.0f; + + UPROPERTY(BlueprintReadWrite, Category = "WeaponState") bool LoadNext=true; + UPROPERTY(BlueprintReadWrite, Category = "WeaponState") float Cooldown; + UPROPERTY(BlueprintReadWrite, Category = "WeaponState") int BurstRemaining; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateVariables=true; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateShotFiredEvents = true; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ClientSideAim=false; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimUpdateFrequency = 15.0f; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimDistanceLimit = 200.0f; + + FRandomStream RandomStream; + + UFUNCTION() void NextBullet(); + UFUNCTION(BlueprintPure, Category = "Ammo") int GetAmmoCount(bool CountChambered) const; + UFUNCTION(BlueprintPure, Category = "Ammo") TArray> GetAmmo(bool CountChambered) const; + UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Ammo") void SetAmmo(int count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray>& NewAmmo); + UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void Charge(); + UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void UnloadChambered(bool ManualCharge); + UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void SwitchFireMode(EFireMode NewFireMode); + UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void GatlingSpool(bool Spool); + UFUNCTION(BlueprintCallable, Category = "Shooting") void Shoot(bool Trigger, int nextEventFire); + + UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHit(bool& Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray& Trajectory, TSubclassOf BulletClass, TArrayIgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const; + UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHitFromLocation(bool &Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray& Trajectory, TSubclassOf BulletClass, FVector StartLocation, FVector AimDirection, TArrayIgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const; + UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirection(TSubclassOf BulletClass, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step = 0.1f, int NumIterations = 4) const; + UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirectionFromLocation(TSubclassOf BulletClass, FVector StartLocation, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step=0.1f, int NumIterations = 4) const; + + UFUNCTION(BlueprintNativeEvent, Category = "Events") void InitialBulletTransform(FVector InLocation, FVector InDirection, FVector& OutLocation, FVector& OutDirection); + UFUNCTION(BlueprintNativeEvent, Category = "Events") void ApplyRecoil(UPrimitiveComponent* Component, FVector InLocation, FVector Impulse); + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBeforeShotFired); + UPROPERTY(BlueprintAssignable, Category = "Events") + FBeforeShotFired BeforeShotFired; + + DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSpawnBulletEvent, FVector, Start, FVector, Velocity); + UPROPERTY(BlueprintAssignable, Category = "Events") + FSpawnBulletEvent SpawnBulletEvent; + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FShotFired); + UPROPERTY(BlueprintAssignable, Category = "Events") + FShotFired ShotFired; + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAmmoDepleted); + UPROPERTY(BlueprintAssignable, Category = "Events") + FAmmoDepleted AmmoDepleted; + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReadyToShoot); + UPROPERTY(BlueprintAssignable, Category = "Events") + FReadyToShoot ReadyToShoot; + +#if WITH_EDITOR + virtual FPrimitiveSceneProxy* CreateSceneProxy() override; + virtual bool IsZeroExtent() const override { return false; }; + virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override; +#endif + +private: + void SpawnBullet(AActor* Owner, FVector LocalLocation, FVector LocalAim, int fireEventID); + + UFUNCTION(Server, Unreliable, WithValidation) void ClientAim(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim); + UFUNCTION(Server, Reliable, WithValidation) void ShootRep(bool Trigger, int nextFireID); + UFUNCTION(Server, Reliable, WithValidation) void ShootRepCSA(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim, int nextFireID); + + UFUNCTION(NetMulticast, Reliable) + void ShotFiredMulticast(); + + UFUNCTION(NetMulticast, Reliable) + void SpawnBulletEventMulticast(FVector Start, FVector Velocity); + + FVector Aim; + FVector Location; + + TArray previousAim; + TArray previousLocation; + + bool RemoteAimReceived; + float TimeSinceAimUpdate; + bool PredictTrace(UWorld* World, AEBBullet* Bullet, FVector Start, FVector End, FHitResult &HitResult, TArray IgnoredActors) const; +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBullet.h b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBullet.h new file mode 100644 index 0000000..c131db9 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBBullet.h @@ -0,0 +1,227 @@ +// Copyright 2016 Mookie. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "Curves/CurveFloat.h" +#include "Kismet/KismetMathLibrary.h" +#include "Kismet/GameplayStatics.h" +#include "DrawDebugHelpers.h" +#include "Components/PrimitiveComponent.h" + +#include "EBMaterialResponseMap.h" + +#include "EBBullet.generated.h" + +UENUM(BlueprintType) +enum class EEBAtmosphereType : uint8 +{ + AT_Constant UMETA(DisplayName = "Constant"), + AT_Curve UMETA(DisplayName = "Density Curve"), + AT_Earth UMETA(DisplayName = "Earth/IGL") +}; + +UCLASS(Blueprintable, BlueprintType) +class EASYBALLISTICS_API AEBBullet : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AEBBullet(); + + UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FVector Velocity; + UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FRandomStream RandomStream; + + UPROPERTY(BlueprintReadWrite, Category = "State") bool OwnerSafe=false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "PROSERVE") int fireEventID; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugEnabled; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailTime=1.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailWidth=0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorFast = FLinearColor(0, 1, 0, 1); + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorSlow = FLinearColor(1, 0, 0, 1); + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugPooling; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Wind; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Select atmosphere model")) EEBAtmosphereType AtmosphereType; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Air Density at sea level - in KG/m^3", ClampMin = "0")) float SeaLevelAirDensity = 1.21; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "in cm/s", ClampMin = "0")) float SeaLevelSpeedOfSound = 34300; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Used for Density Curve atmosphere model")) UCurveFloat* AirDensityCurve; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool SpeedOfSoundVariesWithAltitude = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") UCurveFloat* SpeedOfSoundCurve; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") float WorldScale = 1.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere pressure at 0,0,0 - in millibars", ClampMin = "0")) float SeaLevelAirPressure = 1012.5f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere Temperature at 0,0,0 - in degrees C")) float SeaLevelAirTemperature = 20.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Temperature Decrease With Altitude, degrees per meter")) float TemperatureLapseRate = 0.00649f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Altitude at which temperature stops decreasing, in meters")) float TropopauseAltitude = 11000.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Specific Gas Constant, dry air = 287.058", ClampMin = "0")) float SpecificGasConstant = 287.058; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "World Origin Location")) FVector WorldCenterLocation = FVector(0, 0, 0); + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Use spherical planet model to get altitude")) bool SphericalAltitude = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Planet radius, in Unreal units", EditCondition = "SphericalAltitude", ClampMin = "0")) float SeaLevelRadius = 637100000.0f; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool OverrideGravity = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Gravity = FVector(0,0,-980); + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch") bool SafeLaunch = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) bool SafeLaunchIgnoreAttachParent = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunchIgnoreAttachParent")) bool SafeLaunchIgnoreAllAttached = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch", ClampMin = "0")) float SafeDelay = 1.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) TArray SafeLaunchIgnoredActors; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun") bool Shotgun=false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) int ShotCount=10; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotSpread=0.01; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotVelocitySpread = 0.01; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMin = 100000.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMax = 100000.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Maximum bullet spread, in radians", ClampMin = "0")) float Spread = 0.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float Mass = 0.005; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float Diameter = 0.556; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float FormFactor = 1.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") UCurveFloat* MachDragCurve; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float GrazingAngleExponent = 2.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float MinPenetration = 10.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float MaxPenetration = 20.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float PenetrationNormalization = 0.5; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float PenetrationNormalizationGrazing = 0.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float PenetrationEntryAngleSpread = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float PenetrationExitAngleSpread = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float RicochetProbability = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float RicochetProbabilityGrazing = 1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float RicochetRestitution = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float RicochetFriction = 0.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float RicochetSpread = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool SpeedControlsRicochetProbability = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool AddImpulse = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") float ImpulseMultiplier = 1.0; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") EPenTraceType DefaultPenTraceType = EPenTraceType::PT_BackTrace; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") UEBMaterialResponseMap* MaterialResponseMap; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialDensityControlsPenetrationDepth = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialRestitutionControlsRicochet = true; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Replication") bool ReliableReplication = false; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Allow components to collide, intended for use with trigger volumes. Do not use for actual collisions.")) bool AllowComponentCollisions = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TEnumAsByte TraceChannel; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") bool TraceComplex; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") float CollisionMargin=1.0; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Bullets with lower velocity will automatically despawn on impact, never despawn if set to zero or negative")) float DespawnVelocity=100.0f; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TArray IgnoredActors; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (ToolTip = "Spawned bullet performs first trace immediately, instead of waiting for next simulation step")) bool DoFirstStepImmediately = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "DoFirstStepImmediately")) bool RandomFirstStepDelta = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") bool FixedStep = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "FixedStep", ClampMin = "0")) float FixedStepSeconds = 0.1; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") int MaxTracesPerStep = 8; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool Retrace = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool RetraceOnAnotherChannel = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace", meta=(EditCondition="RetraceOnAnotherChannel")) TEnumAsByte RetraceChannel; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateActor = true; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateRandomRoll = true; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling") bool EnablePooling = false; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling", meta = (EditCondition = "EnablePooling")) int MaxPoolSize = 50; + + //rebase + virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) override; + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + // Called every frame + virtual void Tick(float DeltaSeconds) override; + + virtual void LifeSpanExpired() override; + + UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn") + static void SpawnWithExactVelocity(TSubclassOf BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity, int EventFireID); + + UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn") + static void Spawn(TSubclassOf BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity, int EventFireID); + + UFUNCTION(NetMulticast, Unreliable) + void VelocityChangeBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity); + UFUNCTION(NetMulticast, Reliable) + void VelocityChangeBroadcastReliable(FVector_NetQuantize NewLocation, FVector NewVelocity); + + UFUNCTION(BlueprintAuthorityOnly, BlueprintNativeEvent, Category = "EBBullet|Impact") + void OnImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult, int EventFireID); + + UFUNCTION(BlueprintCosmetic, BlueprintNativeEvent, Category = "EBBullet|Impact") + void OnNetPredictedImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult, int EventFireID); + + UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Impact") + void OnTrace(FVector StartLocation, FVector EndLocation); + + UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Remote") + void OnTrajectoryUpdateReceived(FVector Location, FVector OldVelocity, FVector NewVelocity); + + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Activation") + void OnDeactivated(); + + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Flight")FVector UpdateVelocity(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const; + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") FVector GetWind(UWorld* World, FVector Location) const; + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetAirDensity(UWorld* World, FVector Location) const; + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetSpeedOfSound(UWorld* World, FVector Location) const; + UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") bool CollisionFilter(FHitResult HitResult) const; + + //pooling + UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "EBBullet|Pooling")void Deactivate(); + + UFUNCTION(NetMulticast, Reliable) + void ReactivationBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor* BulletOwner, APawn* BulletInstigator, int nextFireEventID); + UFUNCTION(NetMulticast, Reliable) + void DeactivationBroadcast(); +private: + UPROPERTY() TArray> Pooled; + static AEBBullet* GetFromPool(UWorld* World, UClass* BulletClass); + static AEBBullet* SpawnOrReactivate(UWorld* World, TSubclassOf BulletClass, const FTransform& Transform, FVector BulletVelocity, AActor* BulletOwner, APawn* BulletInstigator, int nextFireEventID); + void DeactivateToPool(); + + void FinishSpawning(FTransform Transform); + + void Step(float DeltaTime); + + float Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte channel); + + TArray GetAttachedActorsRecursive(AActor* Actor, uint16 Depth = 0, TArray VisitedActors = TArray()) const; + + float PenetrationTrace(FVector start, FVector end, TWeakObjectPtr comp, EPenTraceType penType, TEnumAsByte channel, FVector &exitLoc, FVector &exitNormal); + + float GetCurveValue(const UCurveFloat* curve, float in, float deflt) const; + + float AccumulatedDelta; + + bool CanRetrace = false; + FVector LastTraceStart; + float LastTraceDelta; + FVector LastTraceVelocity; + FVector LastTracePrevVelocity; + + bool IsRecycled; + + FHitResult FilterHits(TArray Results, bool &hit) const; + TArrayGetSafeLaunchIgnoredActors(AActor* Owner) const; + + float GetAltitude(UWorld* World, FVector Location) const; + float GetAltitudePressure(float AltitudeMeter) const; + float GetAltitudeTemperature(float AltitudeMeter) const; + float GetAltitudeDensity(float AltitudeMeter) const; + +#ifdef WITH_EDITOR + FLinearColor GetDebugColor(float In) const{ + return FMath::Lerp(DebugTrailColorSlow, DebugTrailColorFast, In); + } +#endif +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBMaterialResponseMap.h b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBMaterialResponseMap.h new file mode 100644 index 0000000..0ec2258 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EBMaterialResponseMap.h @@ -0,0 +1,45 @@ +// Copyright 2016 Mookie. All Rights Reserved. + + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "PhysicalMaterials/PhysicalMaterial.h" +#include "EBMaterialResponseMap.generated.h" + +UENUM(BlueprintType) +enum class EPenTraceType : uint8 +{ + PT_BackTrace UMETA(DisplayName = "Back Trace"), + PT_ByComponent UMETA(DisplayName = "By Component"), + PT_TwoSidedGeometry UMETA(DisplayName = "Double Sided Geometry"), +}; + +USTRUCT(BlueprintType) +struct FEBMaterialResponseMapEntry { + GENERATED_USTRUCT_BODY() + + UPROPERTY(EditAnywhere, Category = "Material") EPenTraceType PenTraceType = EPenTraceType::PT_BackTrace; + UPROPERTY(EditAnywhere, Category = "Material") bool NeverPenetrate = false; + UPROPERTY(EditAnywhere, Category = "Material") float PenetrationDepthMultiplier = 1.0f; + UPROPERTY(EditAnywhere, Category = "Material") float PenetrationNormalization = 0.0f; + UPROPERTY(EditAnywhere, Category = "Material") float PenetrationNormalizationGrazing = 0.0f; + UPROPERTY(EditAnywhere, Category = "Material") float PenetrationEntryAngleSpread = 0.0f; + UPROPERTY(EditAnywhere, Category = "Material") float PenetrationExitAngleSpread = 0.0; + UPROPERTY(EditAnywhere, Category = "Material") bool NeverRicochet = false; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetProbabilityMultiplier = 1.0f; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetRestitution = 0.5f; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetRestitutionInfluence = 0.0f; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetFriction = 0.5f; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetFrictionInfluence = 0.0f; + UPROPERTY(EditAnywhere, Category = "Material") float RicochetSpread = 0.0f; +}; + +UCLASS(BlueprintType) +class UEBMaterialResponseMap : public UDataAsset{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category = "Responses") TMap Map; +}; \ No newline at end of file diff --git a/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EasyBallistics.h b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EasyBallistics.h new file mode 100644 index 0000000..d2daf06 --- /dev/null +++ b/Unreal/Plugins/EasyBallistics/Source/EasyBallistics/Public/EasyBallistics.h @@ -0,0 +1,17 @@ +// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. +// Copyright 2018 Mookie. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleInterface.h" +#include "Modules/ModuleManager.h" + +class FEasyBallisticsModule : public IModuleInterface +{ +public: + + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; \ No newline at end of file diff --git a/Unreal/Source/PS_Ballistics.Target.cs b/Unreal/Source/PS_Ballistics.Target.cs new file mode 100644 index 0000000..a63dabf --- /dev/null +++ b/Unreal/Source/PS_Ballistics.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PS_BallisticsTarget : TargetRules +{ + public PS_BallisticsTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V5; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5; + ExtraModuleNames.Add("PS_Ballistics"); + } +} diff --git a/Unreal/Source/PS_Ballistics/PS_Ballistics.Build.cs b/Unreal/Source/PS_Ballistics/PS_Ballistics.Build.cs new file mode 100644 index 0000000..28bff7d --- /dev/null +++ b/Unreal/Source/PS_Ballistics/PS_Ballistics.Build.cs @@ -0,0 +1,23 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class PS_Ballistics : ModuleRules +{ + public PS_Ballistics(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} diff --git a/Unreal/Source/PS_Ballistics/PS_Ballistics.cpp b/Unreal/Source/PS_Ballistics/PS_Ballistics.cpp new file mode 100644 index 0000000..881652f --- /dev/null +++ b/Unreal/Source/PS_Ballistics/PS_Ballistics.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PS_Ballistics.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, PS_Ballistics, "PS_Ballistics" ); diff --git a/Unreal/Source/PS_Ballistics/PS_Ballistics.h b/Unreal/Source/PS_Ballistics/PS_Ballistics.h new file mode 100644 index 0000000..677c8e2 --- /dev/null +++ b/Unreal/Source/PS_Ballistics/PS_Ballistics.h @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + diff --git a/Unreal/Source/PS_BallisticsEditor.Target.cs b/Unreal/Source/PS_BallisticsEditor.Target.cs new file mode 100644 index 0000000..a350ead --- /dev/null +++ b/Unreal/Source/PS_BallisticsEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PS_BallisticsEditorTarget : TargetRules +{ + public PS_BallisticsEditorTarget( TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V5; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5; + ExtraModuleNames.Add("PS_Ballistics"); + } +} diff --git a/Unreal/UpgradeLog.htm b/Unreal/UpgradeLog.htm new file mode 100644 index 0000000..3fc9f0c --- /dev/null +++ b/Unreal/UpgradeLog.htm @@ -0,0 +1,335 @@ + + + + Migration Report +

+ Migration Report - PS_Ballistics

Overview

ProjectPathErrorsWarningsMessages
SolutionPS_Ballistics.sln012
Android.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj000
Apple.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj000
AutomationAutomation000
AutomationScripts.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj000
AutomationTool..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationTool.csproj000
AutomationUtils.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj000
BuildGraph.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj000
CookedEditor.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj000
CrowdinLocalization.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj000
EngineEngine000
EpicGames.AspNet..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj000
EpicGames.Build..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj000
EpicGames.BuildGraph..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj000
EpicGames.Core..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj000
EpicGames.Horde..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj000
EpicGames.IoHash..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj000
EpicGames.Jupiter..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Jupiter\EpicGames.Jupiter.csproj000
EpicGames.MongoDB..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj000
EpicGames.MsBuild..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj000
EpicGames.OIDC..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj000
EpicGames.Oodle..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj000
EpicGames.Perforce..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj000
EpicGames.Perforce.Fixture..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj000
EpicGames.Perforce.Managed..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj000
EpicGames.ProjectStore..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.ProjectStore\EpicGames.ProjectStore.csproj000
EpicGames.Redis..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj000
EpicGames.Serialization..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj000
EpicGames.Slack..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj000
EpicGames.Tracing..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj000
EpicGames.UBA..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj000
EpicGames.UHT..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj000
GamesGames000
Gauntlet.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj000
IOS.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj000
Linux.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj000
LiveLinkHub.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LiveLinkHub\LiveLinkHub.Automation.csproj000
Localization.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj000
LowLevelTests.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj000
Mac.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj000
MarketplaceRules..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj000
OneSkyLocalization.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj000
ProgramsPrograms000
PS_BallisticsIntermediate\ProjectFiles\PS_Ballistics.vcxproj000
PS_BallisticsModuleRulesIntermediate\Build\BuildRulesProjects\PS_BallisticsModuleRules\PS_BallisticsModuleRules.csproj000
RulesRules000
RunMutableCommandlet.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Mutable\RunMutableCommandlet\RunMutableCommandlet.Automation.csproj000
ScriptGeneratorUbtPlugin.ubtplugin..\..\Program Files\Epic Games\UE_5.5\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj000
SharedShared000
SmartlingLocalization.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj000
SteamDeck.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj000
Turnkey.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj000
TVOS.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj000
UE5Intermediate\ProjectFiles\UE5.vcxproj000
UE5ProgramRules..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj000
UE5Rules..\..\Program Files\Epic Games\UE_5.5\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj000
UnrealBuildTool..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj000
UnrealBuildTool.PluginsUnrealBuildTool.Plugins000
VisionOS.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Platforms\VisionOS\Source\Programs\AutomationTool\VisionOS.Automation.csproj000
VisualizersVisualizers000
Win.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj000
XLocLocalization.Automation..\..\Program Files\Epic Games\UE_5.5\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj000

Solution and projects

Solution

Message
PS_Ballistics.sln: + Visual Studio needs to make non-functional changes to this project in order to enable the project to open in released versions of Visual Studio newer than Visual Studio 2010 SP1 without impacting project behavior.
+ Show 2 additional messages +
PS_Ballistics.sln: + File successfully backed up as C:\ASTERION\PS_Ballistics\Backup\PS_Ballistics.sln
PS_Ballistics.sln: + Solution migrated successfully
+ Hide 2 additional messages +

Android.Automation

Message
Android.Automation logged no messages. +

Apple.Automation

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Apple.Automation logged no messages. +

Automation

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Automation logged no messages. +

AutomationScripts.Automation

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AutomationScripts.Automation logged no messages. +

AutomationTool

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AutomationTool logged no messages. +

AutomationUtils.Automation

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AutomationUtils.Automation logged no messages. +

BuildGraph.Automation

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BuildGraph.Automation logged no messages. +

CookedEditor.Automation

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CookedEditor.Automation logged no messages. +

CrowdinLocalization.Automation

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CrowdinLocalization.Automation logged no messages. +

Engine

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Engine logged no messages. +

EpicGames.AspNet

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EpicGames.AspNet logged no messages. +

EpicGames.Build

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EpicGames.Build logged no messages. +

EpicGames.BuildGraph

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EpicGames.BuildGraph logged no messages. +

EpicGames.Core

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EpicGames.Core logged no messages. +

EpicGames.Horde

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EpicGames.Horde logged no messages. +

EpicGames.IoHash

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EpicGames.IoHash logged no messages. +

EpicGames.Jupiter

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EpicGames.Jupiter logged no messages. +

EpicGames.MongoDB

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EpicGames.MongoDB logged no messages. +

EpicGames.MsBuild

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EpicGames.MsBuild logged no messages. +

EpicGames.OIDC

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EpicGames.OIDC logged no messages. +

EpicGames.Oodle

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EpicGames.Oodle logged no messages. +

EpicGames.Perforce

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EpicGames.Perforce logged no messages. +

EpicGames.Perforce.Fixture

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EpicGames.Perforce.Fixture logged no messages. +

EpicGames.Perforce.Managed

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EpicGames.ProjectStore

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EpicGames.Redis

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EpicGames.Redis logged no messages. +

EpicGames.Serialization

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EpicGames.Serialization logged no messages. +

EpicGames.Slack

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EpicGames.Slack logged no messages. +

EpicGames.Tracing

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EpicGames.Tracing logged no messages. +

EpicGames.UBA

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EpicGames.UBA logged no messages. +

EpicGames.UHT

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EpicGames.UHT logged no messages. +

Games

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Games logged no messages. +

Gauntlet.Automation

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Gauntlet.Automation logged no messages. +

IOS.Automation

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IOS.Automation logged no messages. +

Linux.Automation

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Linux.Automation logged no messages. +

LiveLinkHub.Automation

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LiveLinkHub.Automation logged no messages. +

Localization.Automation

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Localization.Automation logged no messages. +

LowLevelTests.Automation

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LowLevelTests.Automation logged no messages. +

Mac.Automation

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Mac.Automation logged no messages. +

MarketplaceRules

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MarketplaceRules logged no messages. +

OneSkyLocalization.Automation

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OneSkyLocalization.Automation logged no messages. +

Programs

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Programs logged no messages. +

PS_Ballistics

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PS_Ballistics logged no messages. +

PS_BallisticsModuleRules

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PS_BallisticsModuleRules logged no messages. +

Rules

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Rules logged no messages. +

RunMutableCommandlet.Automation

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RunMutableCommandlet.Automation logged no messages. +

ScriptGeneratorUbtPlugin.ubtplugin

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ScriptGeneratorUbtPlugin.ubtplugin logged no messages. +

Shared

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Shared logged no messages. +

SmartlingLocalization.Automation

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SmartlingLocalization.Automation logged no messages. +

SteamDeck.Automation

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SteamDeck.Automation logged no messages. +

Turnkey.Automation

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Turnkey.Automation logged no messages. +

TVOS.Automation

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TVOS.Automation logged no messages. +

UE5

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UE5ProgramRules

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UE5Rules

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UnrealBuildTool

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UnrealBuildTool.Plugins

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VisionOS.Automation

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Visualizers

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Win.Automation

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Win.Automation logged no messages. +

XLocLocalization.Automation

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\ No newline at end of file