Added a custom sky sphere along with custom child assets like a sky material. Added a custom unlit material for text. Made a main menu. Removed teleportation. Made a custom C++ function for getting the default map name and assigned it to the Restart button in the VRTemplate's left hand in-game menu. Tucked the prototype stuff away in folders Prototype1 and Prototype2, so we can move forward with the full version of the game now (we can reuse stuff from the prototypes, of course).
This commit is contained in:
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{
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"version": "1.0",
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"components": [
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK.22000",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeGame"
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]
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}
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@ -132,7 +132,7 @@ DefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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AppliedDefaultGraphicsPerformance=Scalable
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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EditorStartupMap=/Game/Maps/MainMenu.MainMenu
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LocalMapOptions=
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LocalMapOptions=
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TransitionMap=None
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TransitionMap=None
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bUseSplitscreen=False
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bUseSplitscreen=False
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@ -141,8 +141,8 @@ ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Maps/Prototype_BubbleGrid2.Prototype_BubbleGrid2
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GameDefaultMap=/Game/Maps/MainMenu.MainMenu
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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ServerDefaultMap=/Game/Maps/MainMenu.MainMenu
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GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
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GlobalDefaultGameMode=/Game/VRTemplate/Blueprints/VRGameMode.VRGameMode_C
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GlobalDefaultServerGameMode=None
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GlobalDefaultServerGameMode=None
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@ -3,6 +3,16 @@
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"EngineAssociation": "5.3",
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"EngineAssociation": "5.3",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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{
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"Name": "ReactionGame",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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"Plugins": [
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{
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{
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"Name": "OpenXR",
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"Name": "OpenXR",
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ReactionGameTarget : TargetRules
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{
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public ReactionGameTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange( new string[] { "ReactionGame" } );
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CustomBlueprintFunctionLibrary.h"
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#include "GameMapsSettings.h"
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FString UCustomBlueprintFunctionLibrary::GetDefaultMapName()
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{
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const UGameMapsSettings* GameMapsSettings = GetDefault<UGameMapsSettings>();
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return GameMapsSettings->GetGameDefaultMap();
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CustomBlueprintFunctionLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class REACTIONGAME_API UCustomBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Custom Utilities")
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static FString GetDefaultMapName();
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class ReactionGame : ModuleRules
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{
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public ReactionGame(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EngineSettings" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ReactionGame.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ReactionGame, "ReactionGame" );
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class ReactionGameEditorTarget : TargetRules
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{
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public ReactionGameEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange( new string[] { "ReactionGame" } );
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}
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}
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