Work on Inventory (Stacking seems to work now), Update Dependencies
This commit is contained in:
parent
f6c05d68e3
commit
fdb352ddf1
29 changed files with 224 additions and 184 deletions
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VIRTUOS_ExpansionPluginTests/Content/Inventory/BP_InventoryWidget.uasset
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VIRTUOS_ExpansionPluginTests/Content/Inventory/BP_InventoryWidget.uasset
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VIRTUOS_ExpansionPluginTests/Content/Inventory/BP_VRInventory.uasset
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VIRTUOS_ExpansionPluginTests/Content/Inventory/BP_VRInventory.uasset
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VIRTUOS_ExpansionPluginTests/Content/Inventory/InventoryDataTable.uasset
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VIRTUOS_ExpansionPluginTests/Content/Inventory/InventoryDataTable.uasset
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VIRTUOS_ExpansionPluginTests/Content/UIMaterialLab/Materials/6_Patterns/4_Halftone/M_UI_Halftone.uasset
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VIRTUOS_ExpansionPluginTests/Content/UIMaterialLab/Materials/6_Patterns/4_Halftone/M_UI_Halftone.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/Core/Character/BP_Trace_Controller.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/Core/Character/BP_Trace_Controller.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/Core/Character/BP_VRCharacter.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/Core/Character/BP_VRCharacter.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/ExampleMap/MotionControllerMap.umap
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VIRTUOS_ExpansionPluginTests/Content/VRE/ExampleMap/MotionControllerMap.umap
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VIRTUOS_ExpansionPluginTests/Content/VRE/Grippables/Weapons/Guns/GunBase.uasset
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VIRTUOS_ExpansionPluginTests/Content/VRE/Grippables/Weapons/Guns/GunBase.uasset
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@ -1 +1 @@
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Subproject commit 2c50d98d0de49b79602a30397dbda089b672c3b6
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Subproject commit 006e2b4922eb4f7af0d6df1468a042a98eecf68f
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@ -37,7 +37,12 @@
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"Plugins": [
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{
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"Name": "OpenXR",
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"Enabled": true
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"Enabled": true,
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"PlatformAllowList": [
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"Win64",
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"Linux",
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"Android"
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]
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},
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{
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"Name": "XRBase",
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@ -45,3 +50,4 @@
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}
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]
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}
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@ -51,7 +51,7 @@ namespace UnrealBuildTool.Rules
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}
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);
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if (Target.Platform != UnrealTargetPlatform.Mac)
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if (Target.Platform != UnrealTargetPlatform.Mac && Target.Platform != UnrealTargetPlatform.IOS)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[]
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@ -107,7 +107,7 @@ TWeakObjectPtr<UAnimSequence> FHandSocketComponentDetails::SaveAnimationAsset(co
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if (!BaseAnimation)
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{
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LocalPoses = HandSocketComponent->VisualizationMesh->GetSkeleton()->GetRefLocalPoses();
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LocalPoses = HandSocketComponent->VisualizationMesh->GetRefSkeleton().GetRefBonePose();
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}
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// If not, create new one now.
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@ -251,7 +251,7 @@ TWeakObjectPtr<UAnimSequence> FHandSocketComponentDetails::SaveAnimationAsset(co
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int32 BoneIndex = BoneTreeIndex;//AnimSkeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkeletalMesh, BoneTreeIndex);
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//int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
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FTransform LocalTransform = LocalPoses[BoneIndex];
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//FTransform LocalTransform = RefSkeleton.GetRefBonePose()[BoneIndex];
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FName BoneName = AnimSkeleton->GetReferenceSkeleton().GetBoneName(BoneIndex);
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@ -75,6 +75,9 @@ void UGS_Melee::UpdateDualHandInfo()
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{
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if (NumControllers > 1)
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{
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if (!Grip.IsValid())
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continue;
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FBPActorGripInformation* GripInfo = Grip.HoldingController->GetGripPtrByID(Grip.GripID);
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if (GripInfo)
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{
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@ -9,7 +9,7 @@
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GrippablePhysicsReplication)
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#include "CoreMinimal.h"
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#include "PhysicsEngine\BodyInstance.h"
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#include "PhysicsEngine/BodyInstance.h"
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#include "Components/PrimitiveComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "UObject/ObjectMacros.h"
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@ -19,6 +19,7 @@
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#include "GripMotionControllerComponent.h"
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//#include "VRGripInterface.h"
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//#include "VRBPDatatypes.h"
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#include "Engine/SkinnedAssetCommon.h"
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#include "Net/UnrealNetwork.h"
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#include "Serialization/CustomVersion.h"
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@ -396,7 +397,8 @@ bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, U
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PoseSnapShot.LocalTransforms.Empty();
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TargetMesh->GetBoneNames(PoseSnapShot.BoneNames);
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PoseSnapShot.LocalTransforms = TargetMesh->GetSkinnedAsset()->GetSkeleton()->GetRefLocalPoses();
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//PoseSnapShot.LocalTransforms = TargetMesh->GetSkinnedAsset()->GetSkeleton()->GetRefLocalPoses();
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PoseSnapShot.LocalTransforms = TargetMesh->GetSkinnedAsset()->GetRefSkeleton().GetRefBonePose();
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FQuat DeltaQuat = FQuat::Identity;
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FName TargetBoneName = NAME_None;
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@ -781,9 +783,11 @@ void UHandSocketComponent::PoseVisualizationToAnimation(bool bForceRefresh)
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if (!HandTargetAnimation)
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{
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// Store local poses for posing
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LocalPoses = HandVisualizerComponent->GetSkinnedAsset()->GetSkeleton()->GetRefLocalPoses();
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LocalPoses = HandVisualizerComponent->GetSkinnedAsset()->GetRefSkeleton().GetRefBonePose();
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}
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// Check out of the skin cache, the poses don't update otherwise when enabled
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int32 NumLODs = HandVisualizerComponent->GetNumLODs();
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HandVisualizerComponent->SkinCacheUsage.Empty(NumLODs);
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@ -840,6 +844,7 @@ void UHandSocketComponent::PoseVisualizationToAnimation(bool bForceRefresh)
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else
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{
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BoneTrans = LocalPoses[i];
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//BoneTrans = HandVisualizerComponent->GetSkinnedAsset()->GetRefSkeleton().GetRefBonePose()[i];
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}
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BoneTrans = BoneTrans * ParentTrans;// *HandVisualizerComponent->GetComponentTransform();
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@ -850,7 +855,6 @@ void UHandSocketComponent::PoseVisualizationToAnimation(bool bForceRefresh)
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BoneTrans.ConcatenateRotation(DeltaQuat);
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BoneTrans.NormalizeRotation();
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HandVisualizerComponent->SetBoneTransformByName(BonesNames[i], BoneTrans, EBoneSpaces::ComponentSpace);
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}
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if (HandVisualizerComponent && (!bTickedPose || bForceRefresh))
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@ -278,18 +278,28 @@ void UVRDialComponent::OnGripRelease_Implementation(UGripMotionControllerCompone
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{
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this->SetRelativeRotation((FTransform(UVRInteractibleFunctionLibrary::SetAxisValueRot(DialRotationAxis, FMath::GridSnap(CurRotBackEnd, SnapAngleIncrement), FRotator::ZeroRotator)) * InitialRelativeTransform).Rotator());
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CurRotBackEnd = FMath::GridSnap(CurRotBackEnd, SnapAngleIncrement);
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if (bUseRollover)
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{
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CurrentDialAngle = FMath::RoundToFloat(CurRotBackEnd);
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}
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else
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{
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CurrentDialAngle = FRotator::ClampAxis(FMath::RoundToFloat(CurRotBackEnd));
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}
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}
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else
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{
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// Reset to the snap angle so that it requires full motion to break out of it
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CurRotBackEnd = CurrentDialAngle;
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}
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}
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if (bUseRollover)
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{
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CurrentDialAngle = FMath::RoundToFloat(CurRotBackEnd);
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}
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else
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{
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CurrentDialAngle = FRotator::ClampAxis(FMath::RoundToFloat(CurRotBackEnd));
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// Reset to the snap angle so that it requires full motion to break out of it
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CurRotBackEnd = CurrentDialAngle;
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}
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if (!FMath::IsNearlyEqual(LastSnapAngle, CurrentDialAngle))
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{
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ReceiveDialHitSnapAngle(CurrentDialAngle);
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@ -0,0 +1,143 @@
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "Misc/VRGameViewportClient.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(VRGameViewportClient)
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#include "CoreMinimal.h"
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UVRGameViewportClient::UVRGameViewportClient(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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GameInputMethod = EVRGameInputMethod::GameInput_Default;
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bAlsoChangeGamepPadInput = false;
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}
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bool UVRGameViewportClient::IsValidGamePadKey(const FKey & InputKey)
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{
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if (!bAlsoChangeGamepPadInput)
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return false;
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FName KeyCategory = InputKey.GetMenuCategory();
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return GamepadInputCategories.Contains(KeyCategory);
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}
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bool UVRGameViewportClient::EventWindowClosing()
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{
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if (BPOnWindowCloseRequested.IsBound())
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{
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BPOnWindowCloseRequested.Broadcast();
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}
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if (bIgnoreWindowCloseCommands)
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{
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return false;
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}
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return true;
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}
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void UVRGameViewportClient::PostInitProperties()
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{
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Super::PostInitProperties();
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if (GamepadInputCategories.Num() < 1)
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{
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GamepadInputCategories.Add(FName(TEXT("Gamepad")));
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GamepadInputCategories.Add(FName(TEXT("PS4")));
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GamepadInputCategories.Add(FName(TEXT("XBox One")));
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GamepadInputCategories.Add(FName(TEXT("Touch")));
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GamepadInputCategories.Add(FName(TEXT("Gesture")));
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}
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OnWindowCloseRequested().BindUObject(this, &UVRGameViewportClient::EventWindowClosing);
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}
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bool UVRGameViewportClient::InputKey(const FInputKeyEventArgs& EventArgs)
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{
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// Remap the old int32 ControllerId value to the new InputDeviceId
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IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
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// Early out if a gamepad event or ignoring input or is default setup / no GEngine
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if(GameInputMethod == EVRGameInputMethod::GameInput_Default || IgnoreInput() || (EventArgs.IsGamepad() && !IsValidGamePadKey(EventArgs.Key)))
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return Super::InputKey(EventArgs);
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const int32 NumLocalPlayers = World->GetGameInstance()->GetNumLocalPlayers();
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// Also early out if number of players is less than 2
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if (NumLocalPlayers < 2)
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return Super::InputKey(EventArgs);
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// Its const so have to copy and send a new one in now that the function signature has changed
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FInputKeyEventArgs NewStruct = EventArgs;
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if (GameInputMethod == EVRGameInputMethod::GameInput_KeyboardAndMouseToPlayer2)
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{
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// keyboard / mouse always go to player 0, so + 1 will be player 2
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NewStruct.ControllerId++;
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FPlatformUserId UserId = PLATFORMUSERID_NONE;
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FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
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DeviceMapper.RemapControllerIdToPlatformUserAndDevice(NewStruct.ControllerId, UserId, NewStruct.InputDevice);
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return Super::InputKey(NewStruct);
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}
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else // Shared keyboard and mouse
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{
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bool bRetVal = false;
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for (int32 i = 0; i < NumLocalPlayers; i++)
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{
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NewStruct.ControllerId = i;
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FPlatformUserId UserId = PLATFORMUSERID_NONE;
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FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
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DeviceMapper.RemapControllerIdToPlatformUserAndDevice(NewStruct.ControllerId, UserId, NewStruct.InputDevice);
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bRetVal = Super::InputKey(NewStruct) || bRetVal;
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}
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return bRetVal;
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}
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}
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bool UVRGameViewportClient::InputAxis(FViewport* tViewport, FInputDeviceId InputDevice, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad)
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{
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// Remap the old int32 ControllerId value to the new InputDeviceId
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IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
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const int32 NumLocalPlayers = World->GetGameInstance()->GetNumLocalPlayers();
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// Early out if a gamepad or not a mouse event (vr controller) or ignoring input or is default setup / no GEngine
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if (((!Key.IsMouseButton() && !bGamepad) || (bGamepad && !IsValidGamePadKey(Key))) || NumLocalPlayers < 2 || GameInputMethod == EVRGameInputMethod::GameInput_Default || IgnoreInput())
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return Super::InputAxis(tViewport, InputDevice, Key, Delta, DeltaTime, NumSamples, bGamepad);
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if (GameInputMethod == EVRGameInputMethod::GameInput_KeyboardAndMouseToPlayer2)
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{
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// keyboard / mouse always go to player 0, so + 1 will be player 2
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int32 ControllerId = 1;
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FPlatformUserId UserId = PLATFORMUSERID_NONE;
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FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
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DeviceMapper.RemapControllerIdToPlatformUserAndDevice(ControllerId, UserId, DeviceId);
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return Super::InputAxis(tViewport, DeviceId, Key, Delta, DeltaTime, NumSamples, bGamepad);
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}
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else // Shared keyboard and mouse
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{
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bool bRetVal = false;
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for (int32 i = 0; i < NumLocalPlayers; i++)
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{
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FPlatformUserId UserId = PLATFORMUSERID_NONE;
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FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
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DeviceMapper.RemapControllerIdToPlatformUserAndDevice(i, UserId, DeviceId);
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bRetVal = Super::InputAxis(tViewport, DeviceId, Key, Delta, DeltaTime, NumSamples, bGamepad) || bRetVal;
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}
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return bRetVal;
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}
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}
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@ -4,8 +4,8 @@
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#include UE_INLINE_GENERATED_CPP_BY_NAME(VRLogComponent)
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#include "Engine/Engine.h"
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#include "GenericPlatform\GenericPlatformInputDeviceMapper.h"
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#include "Engine\GameViewportClient.h"
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#include "GenericPlatform/GenericPlatformInputDeviceMapper.h"
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#include "Engine/GameViewportClient.h"
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#include "GlobalRenderResources.h"
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//#include "Engine/Engine.h"
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|
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@ -7,7 +7,7 @@
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#include "GlobalRenderResources.h"
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#include "Components/ActorComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework\Pawn.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/PlayerState.h"
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#include "GameFramework/PlayerController.h"
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#include "Engine/TextureRenderTarget2D.h"
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|
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@ -3,9 +3,9 @@
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#include UE_INLINE_GENERATED_CPP_BY_NAME(VRMoverComponent)
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#include "VRBPDatatypes.h"
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#include "DefaultMovementSet\LayeredMoves\BasicLayeredMoves.h"
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#include "DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h"
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||||
#include "Engine/BlueprintGeneratedClass.h"
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#include "Curves\CurveFloat.h" // Delete after tests, only needed for cloning
|
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#include "Curves/CurveFloat.h" // Delete after tests, only needed for cloning
|
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#include "ReplicatedVRCameraComponent.h"
|
||||
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DEFINE_LOG_CATEGORY(LogVRMoverComponent);
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|
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@ -5,7 +5,7 @@
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|||
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||||
#include "CoreMinimal.h"
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||||
#include "VRGlobalSettings.h"
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||||
#include "Components\PrimitiveComponent.h"
|
||||
#include "Components/PrimitiveComponent.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Chaos/ChaosEngineInterface.h"
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||||
|
||||
|
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|
@ -19,7 +19,7 @@
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|||
#include "Navigation/PathFollowingComponent.h"
|
||||
#include "VRPlayerController.h"
|
||||
#include "GameFramework/PhysicsVolume.h"
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||||
#include "Animation\AnimInstance.h"
|
||||
#include "Animation/AnimInstance.h"
|
||||
|
||||
|
||||
DEFINE_LOG_CATEGORY(LogVRBaseCharacterMovement);
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|
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|
@ -506,6 +506,8 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
|
||||
if (IsLocallyControlled())
|
||||
{
|
||||
bool bHadBadTracking = false;
|
||||
|
||||
if (owningVRChar && owningVRChar->bTrackingPaused)
|
||||
{
|
||||
curCameraLoc = owningVRChar->PausedTrackingLoc;
|
||||
|
@ -524,6 +526,7 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
{
|
||||
curCameraLoc = lastCameraLoc;
|
||||
curCameraRot = lastCameraRot;
|
||||
bHadBadTracking = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -562,7 +565,7 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
|
||||
|
||||
// Can adjust the relative tolerances to remove jitter and some update processing
|
||||
if (!bRetainRoomscale || (!curCameraLoc.Equals(lastCameraLoc, 0.01f) || !curCameraRot.Equals(lastCameraRot, 0.01f)))
|
||||
if (!bHadBadTracking && (!bRetainRoomscale || (!curCameraLoc.Equals(lastCameraLoc, 0.01f) || !curCameraRot.Equals(lastCameraRot, 0.01f))))
|
||||
{
|
||||
// Also calculate vector of movement for the movement component
|
||||
FVector LastPosition = OffsetComponentToWorld.GetLocation();
|
||||
|
@ -638,7 +641,6 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
}
|
||||
else
|
||||
{
|
||||
|
||||
// Run this first so we get full fidelity on the relative space calculation
|
||||
FVector NewLocation = StoredCameraRotOffset.RotateVector(FVector(VRCapsuleOffset.X, VRCapsuleOffset.Y, 0.0f)) + curCameraLoc;
|
||||
FVector PlanerLocation = NewLocation - lastCameraLoc;
|
||||
|
@ -1545,7 +1547,7 @@ bool UVRRootComponent::IsLocallyControlled() const
|
|||
GenerateOffsetToWorld();
|
||||
}*/
|
||||
|
||||
if (!owningVRChar->bRetainRoomscale && !IsLocallyControlled())
|
||||
if (!owningVRChar->bRetainRoomscale && !IsLocallyControlled() && !IsNetMode(NM_DedicatedServer))
|
||||
{
|
||||
// Don't smooth this change in mesh position
|
||||
FNetworkPredictionData_Client_Character* ClientData = owningVRChar->GetCharacterMovement()->GetPredictionData_Client_Character();
|
||||
|
|
|
@ -169,7 +169,7 @@ public:
|
|||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRLeverComponent|Momentum Settings", meta = (ClampMin = "0.0", UIMin = "0.0"))
|
||||
float MaxLeverMomentum;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "VRLeverComponent")
|
||||
UPROPERTY(BlueprintReadWrite, Category = "VRLeverComponent")
|
||||
bool bIsLerping;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GripSettings")
|
||||
|
|
|
@ -54,140 +54,12 @@ public:
|
|||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRExpansionPlugin")
|
||||
TArray<FName> GamepadInputCategories;
|
||||
|
||||
bool IsValidGamePadKey(const FKey & InputKey)
|
||||
{
|
||||
if (!bAlsoChangeGamepPadInput)
|
||||
return false;
|
||||
|
||||
FName KeyCategory = InputKey.GetMenuCategory();
|
||||
|
||||
return GamepadInputCategories.Contains(KeyCategory);
|
||||
}
|
||||
bool IsValidGamePadKey(const FKey& InputKey);
|
||||
|
||||
UFUNCTION()
|
||||
bool EventWindowClosing()
|
||||
{
|
||||
if (BPOnWindowCloseRequested.IsBound())
|
||||
{
|
||||
BPOnWindowCloseRequested.Broadcast();
|
||||
}
|
||||
|
||||
if (bIgnoreWindowCloseCommands)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
bool EventWindowClosing();
|
||||
|
||||
virtual void PostInitProperties() override
|
||||
{
|
||||
Super::PostInitProperties();
|
||||
|
||||
if (GamepadInputCategories.Num() < 1)
|
||||
{
|
||||
GamepadInputCategories.Add(FName(TEXT("Gamepad")));
|
||||
GamepadInputCategories.Add(FName(TEXT("PS4")));
|
||||
GamepadInputCategories.Add(FName(TEXT("XBox One")));
|
||||
GamepadInputCategories.Add(FName(TEXT("Touch")));
|
||||
GamepadInputCategories.Add(FName(TEXT("Gesture")));
|
||||
}
|
||||
|
||||
OnWindowCloseRequested().BindUObject(this, &UVRGameViewportClient::EventWindowClosing);
|
||||
}
|
||||
|
||||
|
||||
virtual bool InputKey(const FInputKeyEventArgs& EventArgs) override
|
||||
{
|
||||
// Remap the old int32 ControllerId value to the new InputDeviceId
|
||||
IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
|
||||
|
||||
// Early out if a gamepad event or ignoring input or is default setup / no GEngine
|
||||
if(GameInputMethod == EVRGameInputMethod::GameInput_Default || IgnoreInput() || (EventArgs.IsGamepad() && !IsValidGamePadKey(EventArgs.Key)))
|
||||
return Super::InputKey(EventArgs);
|
||||
|
||||
const int32 NumLocalPlayers = World->GetGameInstance()->GetNumLocalPlayers();
|
||||
|
||||
// Also early out if number of players is less than 2
|
||||
if (NumLocalPlayers < 2)
|
||||
return Super::InputKey(EventArgs);
|
||||
|
||||
|
||||
// Its const so have to copy and send a new one in now that the function signature has changed
|
||||
FInputKeyEventArgs NewStruct = EventArgs;
|
||||
|
||||
if (GameInputMethod == EVRGameInputMethod::GameInput_KeyboardAndMouseToPlayer2)
|
||||
{
|
||||
// keyboard / mouse always go to player 0, so + 1 will be player 2
|
||||
NewStruct.ControllerId++;
|
||||
|
||||
FPlatformUserId UserId = PLATFORMUSERID_NONE;
|
||||
FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
|
||||
DeviceMapper.RemapControllerIdToPlatformUserAndDevice(NewStruct.ControllerId, UserId, NewStruct.InputDevice);
|
||||
|
||||
return Super::InputKey(NewStruct);
|
||||
}
|
||||
else // Shared keyboard and mouse
|
||||
{
|
||||
bool bRetVal = false;
|
||||
for (int32 i = 0; i < NumLocalPlayers; i++)
|
||||
{
|
||||
NewStruct.ControllerId = i;
|
||||
|
||||
FPlatformUserId UserId = PLATFORMUSERID_NONE;
|
||||
FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
|
||||
DeviceMapper.RemapControllerIdToPlatformUserAndDevice(NewStruct.ControllerId, UserId, NewStruct.InputDevice);
|
||||
|
||||
bRetVal = Super::InputKey(NewStruct) || bRetVal;
|
||||
}
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
}
|
||||
|
||||
virtual bool InputAxis(FViewport* tViewport, FInputDeviceId InputDevice, FKey Key, float Delta, float DeltaTime, int32 NumSamples = 1, bool bGamepad = false) override
|
||||
{
|
||||
// Remap the old int32 ControllerId value to the new InputDeviceId
|
||||
IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
|
||||
|
||||
const int32 NumLocalPlayers = World->GetGameInstance()->GetNumLocalPlayers();
|
||||
|
||||
// Early out if a gamepad or not a mouse event (vr controller) or ignoring input or is default setup / no GEngine
|
||||
if (((!Key.IsMouseButton() && !bGamepad) || (bGamepad && !IsValidGamePadKey(Key))) || NumLocalPlayers < 2 || GameInputMethod == EVRGameInputMethod::GameInput_Default || IgnoreInput())
|
||||
return Super::InputAxis(tViewport, InputDevice, Key, Delta, DeltaTime, NumSamples, bGamepad);
|
||||
|
||||
if (GameInputMethod == EVRGameInputMethod::GameInput_KeyboardAndMouseToPlayer2)
|
||||
{
|
||||
// keyboard / mouse always go to player 0, so + 1 will be player 2
|
||||
int32 ControllerId = 1;
|
||||
|
||||
FPlatformUserId UserId = PLATFORMUSERID_NONE;
|
||||
FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
|
||||
DeviceMapper.RemapControllerIdToPlatformUserAndDevice(ControllerId, UserId, DeviceId);
|
||||
|
||||
return Super::InputAxis(tViewport, DeviceId, Key, Delta, DeltaTime, NumSamples, bGamepad);
|
||||
}
|
||||
else // Shared keyboard and mouse
|
||||
{
|
||||
bool bRetVal = false;
|
||||
for (int32 i = 0; i < NumLocalPlayers; i++)
|
||||
{
|
||||
FPlatformUserId UserId = PLATFORMUSERID_NONE;
|
||||
FInputDeviceId DeviceId = INPUTDEVICEID_NONE;
|
||||
DeviceMapper.RemapControllerIdToPlatformUserAndDevice(i, UserId, DeviceId);
|
||||
|
||||
bRetVal = Super::InputAxis(tViewport, DeviceId, Key, Delta, DeltaTime, NumSamples, bGamepad) || bRetVal;
|
||||
}
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
UVRGameViewportClient::UVRGameViewportClient(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
GameInputMethod = EVRGameInputMethod::GameInput_Default;
|
||||
bAlsoChangeGamepPadInput = false;
|
||||
}
|
||||
virtual void PostInitProperties() override;
|
||||
virtual bool InputKey(const FInputKeyEventArgs& EventArgs) override;
|
||||
virtual bool InputAxis(FViewport* tViewport, FInputDeviceId InputDevice, FKey Key, float Delta, float DeltaTime, int32 NumSamples = 1, bool bGamepad = false) override;
|
||||
};
|
|
@ -6,7 +6,7 @@
|
|||
//#include "Engine/Engine.h"
|
||||
#include "VRBPDatatypes.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "Components\SceneComponent.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
|
||||
//#include "Engine/EngineTypes.h"
|
||||
//#include "Engine/EngineBaseTypes.h"
|
||||
|
|
Loading…
Reference in a new issue