From c526bbc86646317ad28bad94720fd3bf1da2d9bf Mon Sep 17 00:00:00 2001 From: Rasmus Date: Wed, 28 May 2025 08:23:59 +0300 Subject: [PATCH] Fighting works --- Config/DefaultEngine.ini | 22 ++++++++++++++-------- Content/Assets/BP_Hand.uasset | 4 ++-- Content/Assets/BP_Left_Hand.uasset | 4 ++-- Content/Assets/BP_Right_Hand.uasset | 4 ++-- Content/Assets/Sword_Blueprint.uasset | 4 ++-- Content/Levels/MainArena.umap | 4 ++-- 6 files changed, 24 insertions(+), 18 deletions(-) diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 6ff2656..b7f961b 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -299,25 +299,27 @@ NDKAPILevel=android-32 -Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") +Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") -+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") -+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") -+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") +Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") -+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") -+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") +Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") +Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") +Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") +Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") -+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") +Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") -+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") -+Profiles=(Name="Sword",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Sword",Response=ECR_Ignore)),HelpMessage="Needs description") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="Sword",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Sword",Response=ECR_Ignore),(Channel="Enemy",Response=ECR_Overlap)),HelpMessage="Needs description") ++Profiles=(Name="Hands",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Hands",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="Enemy",Response=ECR_Ignore),(Channel="Hands",Response=ECR_Ignore)),HelpMessage="Enemy hands collision mask") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Sword") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Hands") -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") @@ -328,6 +330,8 @@ NDKAPILevel=android-32 +ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="Hand",NewName="Enemy") ++ProfileRedirects=(OldName="Enemy",NewName="Hands") -CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") -CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") -CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") @@ -336,4 +340,6 @@ NDKAPILevel=android-32 +CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Enemy",NewName="Hands") ++CollisionChannelRedirects=(OldName="Hands",NewName="Enemy") diff --git a/Content/Assets/BP_Hand.uasset b/Content/Assets/BP_Hand.uasset index b4e41fe..56c021e 100644 --- a/Content/Assets/BP_Hand.uasset +++ b/Content/Assets/BP_Hand.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:1576064d387e2283e9541680afb9109f4965a549772d94b3bc4319d1cd35f31e -size 213858 +oid sha256:1cd68d8af27ee9a28f7034acb920e3c24e97e133ad5fad0a7b3df109e36c148c +size 215364 diff --git a/Content/Assets/BP_Left_Hand.uasset b/Content/Assets/BP_Left_Hand.uasset index bf3dc34..5c57544 100644 --- a/Content/Assets/BP_Left_Hand.uasset +++ b/Content/Assets/BP_Left_Hand.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:80962e39f409085b39f15f49bf9dddc2b0391e1063e7dfb3274f1c4e0ed1459e -size 70140 +oid sha256:72969fb373ab400b05ccec9129c8e522f78d4416163ab83d06795d3167e7d1f1 +size 108264 diff --git a/Content/Assets/BP_Right_Hand.uasset b/Content/Assets/BP_Right_Hand.uasset index fde9e91..fc8e267 100644 --- a/Content/Assets/BP_Right_Hand.uasset +++ b/Content/Assets/BP_Right_Hand.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f39a931b6c8c255e99ccf11433c4c0e49f9fa12c2b375bf3a870bf4e8fc5f2a5 -size 67328 +oid sha256:34ed8dc9dd741baddbfcae72ba26a3569265a0777e5a46b4dd1057a8adf81ba4 +size 106398 diff --git a/Content/Assets/Sword_Blueprint.uasset b/Content/Assets/Sword_Blueprint.uasset index 26bbb84..1a49611 100644 --- a/Content/Assets/Sword_Blueprint.uasset +++ b/Content/Assets/Sword_Blueprint.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a7cd4a643f5aa57dab79779218ba325f02f75563c8b4bb62c4f4b87ce2cd727d -size 104488 +oid sha256:d8ca53b9fa5ee5934269bd99fe12587322e205026b73428ba5ffdb9525712d16 +size 104182 diff --git a/Content/Levels/MainArena.umap b/Content/Levels/MainArena.umap index e67f779..ef5dd1a 100644 --- a/Content/Levels/MainArena.umap +++ b/Content/Levels/MainArena.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:aeeb9d94b97f0426530fdb295e0c9559bb24f77707be40a29dd7f827e9e188fc -size 63601 +oid sha256:6222a9a2dea502cf1ccf4b53202b7eb8a142a590fc9d33464ae36aa818c53684 +size 66480