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42 Commits

Author SHA1 Message Date
6b2f9b9c9d some angular drag to skull 2025-06-04 22:31:38 +03:00
f049f96364 more sound 2025-06-04 08:59:24 +03:00
e46d8c4119 pop sound when hitting skull 2025-06-04 08:29:35 +03:00
7d162d0c83 touch up 2025-05-28 11:47:07 +03:00
c526bbc866 Fighting works 2025-05-28 08:23:59 +03:00
629c59d071 Player death handling 2025-05-28 07:03:19 +03:00
2d3a424070 beginning text 2025-05-28 04:11:40 +03:00
a04fc7bc5e Sword-player collision 2025-05-28 02:50:43 +03:00
afdeea3823 changes to level 2025-05-27 00:30:21 +03:00
f24fa37e95 Skull activates when sword first grabbed 2025-05-27 00:29:46 +03:00
034f4791d1 Sword snaps to hand 2025-05-27 00:21:42 +03:00
dc2be79124 VR Capsule follows camera.(Room scale movement) 2025-05-26 23:52:19 +03:00
944596b9f7 Don't want the hasle of seting ut MetaXR on oter computers 2025-05-26 23:10:22 +03:00
91567a4ffd More attack modes for enemy 2025-05-21 15:47:31 +03:00
c27df3cb60 floor fix 2025-05-21 14:02:27 +03:00
d5aa21f55c Android build settings + metaxr 2025-05-14 14:00:02 +03:00
6a2bb7475e Hands fall down when skull dies 2025-05-12 18:18:48 +03:00
46b29f7aa9 Combat system and components 2025-05-07 09:46:42 +03:00
be3c0583f8 Import skull correctly and falling down 2025-05-03 21:26:09 +03:00
KristjanKarlPevgonen
118505a92d Test swrd 2025-05-02 12:17:35 +03:00
1fc055a548 floor 2025-04-30 15:49:44 +03:00
eb209ae99c Refactoring more 2025-04-30 15:06:42 +03:00
46715eb982 Code formating 2025-04-30 13:59:45 +03:00
cd9e53d51e Remove my test things from character 2025-04-30 02:23:59 +03:00
d8114417a6 Stupid attack to skull 2025-04-30 02:23:14 +03:00
b5eefc6292 Extra character stuff 2025-04-29 19:47:48 +03:00
d06f1b6a22 Initial dashing setup 2025-04-29 19:46:01 +03:00
7c5d0299c1 Simple hand model and main arena default level 2025-04-27 01:21:13 +03:00
be3b26f5d7 Hands pb 2025-04-26 19:24:55 +03:00
bea8e9966d Enemy can decide where to move to player 2025-04-25 13:21:38 +03:00
b41cfe6d8b Better optimisation 2025-04-23 14:22:29 +03:00
de9b8b3845 Optimization maybe 2025-04-23 14:19:33 +03:00
5bd4833efb Check if player is valid 2025-04-23 14:07:18 +03:00
8ca1b3ff47 Look target for enemy 2025-04-23 12:58:21 +03:00
4be153160b smooth rotation 2025-04-23 12:42:58 +03:00
630458e5b3 Cleaned bp 2025-04-23 02:45:12 +03:00
c27a84dddd PatrulPoints for enemy 2025-04-23 02:41:19 +03:00
0160aa11b2 Giant skull 2025-04-17 17:01:34 +03:00
d35e9253b6 VR game modes õige character 2025-04-17 16:14:06 +03:00
NEBULAR\reios
2d0b0e7255 floor+test grab object 2025-04-17 14:04:39 +03:00
NEBULAR\reios
2964823fd7 testing level 2025-04-17 13:14:33 +03:00
861e41620f Movement with joystick 2025-04-16 20:08:51 +03:00
50 changed files with 391 additions and 16 deletions

3
.gitignore vendored
View File

@@ -2,6 +2,8 @@ Binaries
DerivedDataCache
Intermediate
Saved
Build
AndroidBuild
.vscode
.vs
*.VC.db
@@ -12,3 +14,4 @@ Saved
*.suo
*.xcodeproj
*.xcworkspace
Plugins

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,8 @@
[/Script/OculusXRProjectSetupTool.OculusXRPSTSettings]
IgnoredRules=()
CurrentPlatform=14
bBackGroundChecks=True
bStopBuildOnUnAppliedCriticalItems=False
bGuidedTutorialComplete=False
bShowGuidedTutorial=False

View File

@@ -1,7 +1,7 @@
[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
EditorStartupMap=/Game/VRTemplate/Maps/VRTemplateMap.VRTemplateMap
GameDefaultMap=/Game/VRTemplate/Maps/VRTemplateMap.VRTemplateMap
EditorStartupMap=/Game/Levels/MainArena.MainArena
GameDefaultMap=/Game/Levels/MainArena.MainArena
[/Script/Engine.RendererSettings]
r.ForwardShading=True
@@ -42,9 +42,124 @@ r.SkinCache.CompileShaders=True
r.RayTracing=True
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bBuildForES31=False
PackageName=com.YourCompany.[PROJECT]
StoreVersion=1
StoreVersionOffsetArm64=0
StoreVersionOffsetX8664=0
ApplicationDisplayName=
VersionDisplayName=1.0
MinSDKVersion=32
TargetSDKVersion=32
InstallLocation=InternalOnly
bEnableLint=False
bPackageDataInsideApk=False
bCreateAllPlatformsInstall=False
bDisableVerifyOBBOnStartUp=False
bForceSmallOBBFiles=False
bAllowLargeOBBFiles=False
bAllowPatchOBBFile=False
bAllowOverflowOBBFiles=False
bDontBundleLibrariesInAPK=False
bUseExternalFilesDir=False
bPublicLogFiles=True
Orientation=SensorLandscape
MaxAspectRatio=2.100000
bUseDisplayCutout=False
bAllowResizing=False
bSupportSizeChanges=False
bRestoreNotificationsOnReboot=False
bFullScreen=True
bEnableNewKeyboard=True
DepthBufferPreference=Default
bValidateTextureFormats=True
bForceCompressNativeLibs=False
bEnableAdvancedBinaryCompression=True
bEnableBundle=False
bEnableUniversalAPK=True
bBundleABISplit=True
bBundleLanguageSplit=True
bBundleDensitySplit=True
ExtraApplicationSettings=<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" />
ExtraActivitySettings=
bAndroidVoiceEnabled=False
bRecordPermissionAtStartupEnabled=False
bEnableMulticastSupport=False
bPackageForMetaQuest=True
bRemoveOSIG=False
KeyStore=
KeyAlias=
KeyStorePassword=
KeyPassword=
DebugKeyStore=
DebugKeyAlias=
DebugKeyStorePassword=
DebugKeyPassword=
bBuildForArm64=True
bBuildForX8664=False
bBuildForES31=False
bSupportsVulkan=True
bSupportsVulkanSM5=False
DebugVulkanLayerDirectory=(Path="")
bAndroidOpenGLSupportsBackbufferSampling=False
bDetectVulkanByDefault=True
bBuildWithHiddenSymbolVisibility=True
bDisableStackProtector=False
bDisableLibCppSharedDependencyValidation=False
bSaveSymbols=False
bStripShaderReflection=True
bEnableGooglePlaySupport=False
RequestCodeForPlayGamesActivities=80002
PlayGamesClientId=
bForceRefreshToken=False
GamesAppID=
bSupportAdMob=True
AdMobAppID=
TagForChildDirectedTreatment=TAG_FOR_CHILD_DIRECTED_TREATMENT_UNSPECIFIED
TagForUnderAgeOfConsent=TAG_FOR_UNDER_AGE_OF_CONSENT_UNSPECIFIED
MaxAdContentRating=MAX_AD_CONTENT_RATING_G
AdMobAdUnitID=
GooglePlayLicenseKey=
GCMClientSenderID=
bShowLaunchImage=True
bAllowIMU=False
bAllowControllers=True
bBlockAndroidKeysOnControllers=False
bControllersBlockDeviceFeedback=False
AudioSampleRate=44100
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=4
AudioMaxChannels=0
AudioNumSourceWorkers=0
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
SoundCueCookQualityIndex=-1
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
AndroidGraphicsDebugger=None
MaliGraphicsDebuggerPath=(Path="")
bEnableMaliPerfCounters=False
bMultiTargetFormat_ETC2=True
bMultiTargetFormat_DXT=True
bMultiTargetFormat_ASTC=True
TextureFormatPriority_ETC2=0.200000
TextureFormatPriority_DXT=0.600000
TextureFormatPriority_ASTC=0.900000
SDKAPILevelOverride=
NDKAPILevelOverride=
BuildToolsOverride=
bStreamLandscapeMeshLODs=False
bEnableDomStorage=False
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
@@ -102,3 +217,129 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/OculusXRHMD.OculusXRHMDRuntimeSettings]
SystemSplashBackground=Black
bAutoEnabled=False
XrApi=OVRPluginOpenXR
ColorSpace=P3
ControllerPoseAlignment=Default
bThumbstickDpadEmulationEnabled=True
bSupportsDash=True
bCompositesDepth=True
bHQDistortion=False
bSetActivePIEToPrimary=False
bSetCVarPIEToPrimary=False
bUpdateHeadPoseForInactivePlayer=False
MPPoseRestoreType=Disabled
bDynamicResolution=False
PixelDensityMin=0.000000
PixelDensityMax=0.000000
+SupportedDevices=Quest2
+SupportedDevices=Quest3
SuggestedCpuPerfLevel=SustainedLow
SuggestedGpuPerfLevel=SustainedHigh
FoveatedRenderingMethod=FixedFoveatedRendering
FoveatedRenderingLevel=Off
bDynamicFoveatedRendering=True
bSupportEyeTrackedFoveatedRendering=False
bCompositeDepthMobile=False
bFocusAware=True
bLateLatching=False
bRequiresSystemKeyboard=False
HandTrackingSupport=ControllersOnly
HandTrackingFrequency=LOW
HandTrackingVersion=Default
bInsightPassthroughEnabled=False
bAnchorSupportEnabled=False
bAnchorSharingEnabled=False
bSceneSupportEnabled=False
bBoundaryVisibilitySupportEnabled=False
bDefaultBoundaryVisibilitySuppressed=False
bColocationSessionsEnabled=False
bBodyTrackingEnabled=False
BodyTrackingFidelity=Low
BodyTrackingJointSet=UpperBody
bEyeTrackingEnabled=False
bFaceTrackingEnabled=False
FaceTrackingDataSource=()
bFaceTrackingVisemesEnabled=False
bDeploySoToDevice=False
bIterativeCookOnTheFly=False
bSupportExperimentalFeatures=False
ProcessorFavor=FavorEqually
bTileTurnOffEnabled=True
bSupportSBC=False
SBCPath=files/UnrealGame/Giant_Beast_2025/Giant_Beast_2025/Saved/VulkanCache
[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKPath=(Path="")
NDKPath=(Path="")
JavaPath=(Path="")
SDKAPILevel=android-34
NDKAPILevel=android-32
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,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. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,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. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,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.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,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. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(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.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,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.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,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.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,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.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-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="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="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="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="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="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="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)),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")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+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")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+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")

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