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25 commits
IKArms ... main

Author SHA1 Message Date
04392245a8 Still wasn't able to fix Grab Offset for Scaled Skeletal Mesh, MordenTral volunteered to look into it <3 2025-01-30 22:57:41 +01:00
ed2af367d6 The Grab Offset due to a scaling Issue on Clarice is fixed 2025-01-29 16:35:38 +01:00
309ce232fb FIxed per Bone Grip (block VRTrace), but offset on non Per Bone still persists 2025-01-28 15:47:46 +01:00
6e1077624e PCC - Modifying Legs still doesnt work, but changing angular strength for certain Limbs does. Grab still has the offset 2025-01-27 22:26:06 +01:00
d0229c6c2c Update VRE, Fix broken Asset 2025-01-27 18:51:40 +01:00
9eeb6901d4 Body Modifier on Legs not working 2025-01-27 16:52:01 +01:00
f5175b49a6 Testing the Physical Control Component needed to grab Characters with VRE 2025-01-26 23:45:17 +01:00
4dad241f4e Not quite happy with the Shoe Placement 2025-01-19 22:09:22 +01:00
8588df3b8c Addendum: I didn't, maybe do multipspheretrace and get closest navpoint to projectile location? 2025-01-19 19:25:45 +01:00
440f6d8c52 Maybe Fixed Clipping Shoes Issue 2025-01-19 18:52:24 +01:00
505e2b9ef5 Turns out: Widget Movement didnt work, I just hadnt paused the game. Now each Widget has its own MoverComponent. Also added Credits via CSV import. 2025-01-19 18:06:28 +01:00
3ce25a3f6c Fixed Movement not Loading 2025-01-17 21:27:23 +01:00
ef26a0ce83 Implemented Save and Change of Movement Type, but for some reason it wont save the current 2025-01-17 19:22:44 +01:00
0c2d354f80 Fixed Character Movement Stop on Spline, Save of Graphics works 2025-01-17 13:52:46 +01:00
0cd31cec73 Fixed Menu Component Movement to Position via Timer
Rebecca: Elefantengießkanne
2025-01-15 14:27:31 +01:00
a1448ac77d Little Door fix, mostly implemented Graphics Settings to Main Menu 2025-01-14 23:13:36 +01:00
b37fdb96a7 Found a way to make that damn door work i think 2025-01-13 16:09:06 +01:00
1471bc46d4 Misc Changes on GlibertAnim and Door 2025-01-12 23:38:46 +01:00
5d45b12bc1 Spline Following is still a pain but should work now, needs cleanup 2025-01-08 21:51:16 +01:00
dc4b8969d7 Reworked Character Following Spline,. Actor Following didnt work as desired
Thanks to Great Ocean Games Tutorial https://www.youtube.com/watch?v=UIF1PcmZkGA
2025-01-08 15:26:21 +01:00
4ce5dafff0 Fixed OnLinkReached Issue
It seems like I added the event bind by accident, deleted the bind, which left a custom Event and not the intenden ReachEvent!
2025-01-08 09:45:58 +01:00
514d1dcf6f Fixing Gilbert Scale, NavLink Setup, Note: You to bind the Reached Event on Begin Play instaed of calling directly
https://www.youtube.com/watch?v=G4GHa-zmQR8
2025-01-07 14:50:57 +01:00
33baabc970 Follow Spline Approach with seperate Actor 2025-01-06 23:13:37 +01:00
dc556bbbc0 Testing Spline Movement for Gilbert, Door 2025-01-06 16:43:17 +01:00
abeb253bdf Rework on Gilbert using Protowolfs Blender Addon for Export 2025-01-06 00:14:59 +01:00
204 changed files with 499 additions and 600 deletions

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@ -167,7 +167,7 @@ bSendAnonymousUsageDataToEpic=False
+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="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="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="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="VRTraceChannel") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=True,bStaticObject=False,Name="VRTraceChannel")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FloorTrace") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FloorTrace")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PawnWalking") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PawnWalking")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="TossableTrace") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="TossableTrace")
@ -203,8 +203,8 @@ TileSizeUU=990.000000
CellSize=19.000000 CellSize=19.000000
CellHeight=10.000000 CellHeight=10.000000
AgentMaxStepHeight=35.000000 AgentMaxStepHeight=35.000000
NavMeshResolutionParams[0]=(CellSize=38.076923,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[0]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
NavMeshResolutionParams[1]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[1]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=50.000000)
NavMeshResolutionParams[2]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) NavMeshResolutionParams[2]=(CellSize=15.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000)
AgentRadius=20.000000 AgentRadius=20.000000
AgentHeight=144.000000 AgentHeight=144.000000

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VIRTUOS_ExpansionPluginTests/Content/Clarice/Material.uasset (Stored with Git LFS) Normal file

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VIRTUOS_ExpansionPluginTests/Content/Clarice/Walk.uasset (Stored with Git LFS) Normal file

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VIRTUOS_ExpansionPluginTests/Content/Credits/Credits.uasset (Stored with Git LFS) Normal file

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