commit 5aacc79f03b0df80f6aae56b81aa963f733e90be Author: cit110 <840418418@qq.com> Date: Sat Apr 25 23:43:40 2026 +0800 Initialize PHY Codex workflow diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..8beef51 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,20 @@ +# Unreal binary assets +*.uasset filter=lfs diff=lfs merge=lfs -text +*.umap filter=lfs diff=lfs merge=lfs -text +*.ubulk filter=lfs diff=lfs merge=lfs -text +*.uexp filter=lfs diff=lfs merge=lfs -text +*.uptnl filter=lfs diff=lfs merge=lfs -text + +# Common large source assets +*.fbx filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.mov filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.exr filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..081b396 --- /dev/null +++ b/.gitignore @@ -0,0 +1,35 @@ +# Unreal build output +Binaries/ +DerivedDataCache/ +Intermediate/ +Saved/ + +# Project content policy: only track Content/AGame and its children. +Content/* +!Content/AGame/ +!Content/AGame/** + +# Visual Studio and Rider +.vs/ +.idea/ +*.sln.DotSettings.user +*.VC.db +*.VC.opendb +*.opensdf +*.sdf +*.suo +*.user +*.userosscache +*.rsuser + +# Unreal local files +*.tmp +*.log +*.pid +*.sublime-workspace +*.code-workspace + +# OS files +Thumbs.db +Desktop.ini +.DS_Store diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..b981b2e --- /dev/null +++ b/.vsconfig @@ -0,0 +1,19 @@ +{ + "version": "1.0", + "components": [ + "Component.Unreal.Debugger", + "Component.Unreal.Ide", + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL", + "Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64", + "Microsoft.VisualStudio.Component.VC.14.44.17.14.ATL", + "Microsoft.VisualStudio.Component.VC.14.44.17.14.x86.x64", + "Microsoft.VisualStudio.Component.VC.Llvm.Clang", + "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows11SDK.22621", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame" + ] +} diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..7186af9 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,72 @@ +# PHY Codex 工作协议 + +## 项目原则 +- 项目以 C++ 和配置文件为主要实现手段,优先级固定为:`C++` > `项目配置文件` > `DataAsset` > `蓝图/编辑器装配`。 +- 只有插件强制要求、动画/UI 资产装配、或无法用 C++/配置表达时,才允许使用蓝图或 DataAsset;使用时必须在交付说明里写明原因。 +- 项目按多人优先设计:战斗、交互、背包、效果触发默认考虑 Server authority、复制、预测或回滚风险。 +- 首期平台目标为 Win64 / UE 5.7。`AuroraDevs_UGC` 当前只声明 Win64,因此不要承诺其他平台可用。 +- Marketplace 插件源码只允许读取和适配,不直接修改 Engine 下的插件文件。 +- Git 远程仓库固定为 `https://git.codable.cn/cit110/PHY.git`。 +- `Content` 目录只管理 `Content/AGame` 及其子文件;`Content/Collections`、`Content/Developers` 等其他目录默认不纳入版本控制。 +- 每次完成修改并通过对应验证后,必须提交并推送到 `origin`;如果远程认证或冲突阻塞推送,必须在最终汇报中说明。 + +## 插件源码位置 +- Generic Combat System:`D:\ue\UE_5.7\Engine\Plugins\Marketplace\GenericCd51b9e2c8181V4` + - Runtime 模块:`GenericInputSystem`、`GenericGameplayAbilities`、`GenericGameplayAttributes`、`GenericCombatSystem` +- Generic Game System:`D:\ue\UE_5.7\Engine\Plugins\Marketplace\GenericG08270e38e585V5` + - Runtime 模块:`GenericEffectsSystem`、`GenericCameraSystem`、`GenericUISystem`、`GenericGameSystem` +- Generic Inventory System:`D:\ue\UE_5.7\Engine\Plugins\Marketplace\GenericI359982083d7bV3` + - Runtime 模块:`GenericInventorySystem` +- Smooth Locomotion System:`D:\ue\UE_5.7\Engine\Plugins\Marketplace\SmoothLo6fa0c61bf7bdV5` + - Runtime 模块:`SLSCore`、`SmoothLocomotionSystem`、`TraversalSystem`、`FootStepSystem`、`SLSIntegration`、`SLSCameraModeSystem` 等 +- Ultimate Gameplay Camera:`D:\ue\UE_5.7\Engine\Plugins\Marketplace\Ultimate683e2e68927aV34` + - Runtime 模块:`AuroraDevs_UGC` + +## Agent 职责和汇报链 +- 总架构/协调 Agent 是唯一总负责人,直接向用户汇报;所有专家向它汇报。它负责接口边界、任务拆分、跨系统决策、合并顺序、是否允许使用蓝图/DataAsset。 +- 相机专家向总架构汇报。主责 `AuroraDevs_UGC`、战斗锁定/瞄准/移动相机状态;不得主动引入 `GenericCameraSystem` 或 `SLSCameraModeSystem` 作为玩法层依赖。 +- 战斗/GAS 专家向总架构汇报。主责 ASC、Ability、Attribute、GameplayTag、GameplayCue、伤害、复制、预测。 +- 输入专家向总架构汇报。主责 `GenericInputSystem`、`EnhancedInput`、输入到 GAS/UGC/运动/UI 的路由。 +- 运动专家向总架构汇报。主责 `SmoothLocomotionSystem`、`SLSCore`、`TraversalSystem`、`SLSIntegration`、`FootStepSystem`;运动状态只通过项目接口通知相机。 +- UI 专家向总架构汇报。主责 `GenericUISystem`、`CommonUI`、UMG、HUD、输入模式切换。 +- 背包专家向总架构汇报。主责 `GenericInventorySystem`、物品、装备、拾取、战斗/UI 联动。 +- 交互/效果专家向总架构汇报。主责 `GenericGameSystem`、`GenericEffectsSystem`、`SmartObjects`、`TargetingSystem`、Niagara。 +- 验证 Agent 向总架构汇报,但拥有阻断权;构建、测试、多人验证失败时不得合并。 +- Git/仓库 Agent 向总架构汇报;只在验证通过后处理提交、分支、LFS、忽略规则。 + +## 工作流 +- 用户需求先交给总架构 Agent;总架构拆成单系统任务或跨系统任务,并指定唯一 owner。 +- 专家进入实现前先读项目源码、配置和对应插件源码;不得直接修改 Engine Marketplace 插件源码。 +- 专家方案必须说明 C++ 接口、配置文件、是否需要蓝图/DataAsset、多人影响、依赖模块。 +- 单系统任务由 owner 完成;跨系统任务由总架构先定接口,再分派给对应专家,避免互相改同一批文件。 +- 专家交付必须包含:`改动范围`、`新增/修改接口`、`配置文件`、`蓝图/DataAsset 使用原因`、`验证结果`、`遗留风险`。 +- 验证 Agent 通过构建和必要测试后,Git/仓库 Agent 才能提交;总架构最终向用户汇报结果。 +- Git/仓库 Agent 初始化仓库时必须设置 `origin=https://git.codable.cn/cit110/PHY.git`,启用 Git LFS,并确认 `Content` 跟踪范围仅限 `Content/AGame/**`。 +- Git/仓库 Agent 在每次修改完成后负责提交并推送当前改动,不保留已完成但未提交的工作树。 +- 相机/输入/运动/战斗之间的接口冲突、是否使用蓝图/DataAsset、是否引入插件模块依赖,统一由总架构裁决。 + +## 相机规则 +- 项目相机主入口统一使用 Ultimate Gameplay Camera,即 `AuroraDevs_UGC`。 +- `GenericCameraSystem` 和 `SLSCameraModeSystem` 只允许作为插件内部依赖、示例资产参考或薄适配层依赖;项目玩法层尽可能不用。 +- 相机状态由项目级接口接收输入、运动和战斗状态,不允许业务代码到处直接耦合多个相机系统。 + +## C++ 和配置规则 +- 配置按功能拆分,不把项目自定义设置堆进一个 ini。 +- 项目自有设置使用 `UCLASS(Config=PHYCombat, DefaultConfig)` 这类配置类,对应 `Config/DefaultPHYCombat.ini`。 +- UE 引擎强制读取的内容仍放在标准文件中,例如 `DefaultEngine.ini`、`DefaultInput.ini`、`DefaultGame.ini`;项目玩法参数尽量迁移到功能专属配置类。 +- 建议功能配置文件:`DefaultPHYCore.ini`、`DefaultPHYInput.ini`、`DefaultPHYCombat.ini`、`DefaultPHYCamera.ini`、`DefaultPHYLocomotion.ini`、`DefaultPHYUI.ini`、`DefaultPHYInventory.ini`、`DefaultPHYInteraction.ini`、`DefaultPHYEffects.ini`。 +- `.h` 文件注释使用符合 Doxygen 风格的中文注释:公开类、结构体、枚举、函数、属性使用 `/** ... */`,需要时使用 `@brief`、`@param`、`@return`。 +- `.cpp` 文件也使用中文注释,但不用 Doxygen 风格;避免在实现文件里写 `/** ... */` 形式的 API 文档。 +- 包含 `*.generated.h` 的头文件,其对应 `.cpp` 必须在包含自身头文件后使用 `#include UE_INLINE_GENERATED_CPP_BY_NAME(文件基名)`。 +- 反射声明禁止 `ClassGroup`,也禁止在 `meta=(...)` 中写 class 分组。 +- Gameplay Tags 全部使用 Native Gameplay Tags 宏,按功能域拆分到 `Source/PHY/Public/GameplayTags` 和 `Source/PHY/Private/GameplayTags`;`PHYGameplayTags.h` 只作为聚合入口,不直接堆放声明。 +- 新增 Gameplay Tag 时按职责放入对应领域文件,例如输入、状态、能力、事件、效果;如果领域不匹配,先新增清晰命名的领域文件,不把所有 Tag 写在一个文件里。 +- 核心 Tag 禁止只写在 ini、蓝图字符串或裸字符串里。 + +## 验证命令 +- 基线构建: + `D:\ue\UE_5.7\Engine\Build\BatchFiles\Build.bat PHYEditor Win64 Development -Project="D:\ue\Projects\PHY\PHY.uproject" -WaitMutex -NoHotReloadFromIDE` +- Git 验证:`git status --short --branch` 不应显示 `Binaries`、`Intermediate`、`Saved`、`DerivedDataCache`。 +- 代码审查:检查中文注释、Doxygen 规则、`UE_INLINE_GENERATED_CPP_BY_NAME`、反射 metadata、Native GameplayTags。 +- 相机验证:UGC 能响应移动、战斗锁定、瞄准、UI 输入模式;业务层不得新增 `GenericCameraSystem` / `SLSCameraModeSystem` 直接依赖。 +- 多人验证:战斗、输入、交互、背包、效果改动至少做双客户端 PIE 或 dedicated server smoke test。 diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..e69de29 diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..6f2b361 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,161 @@ + + +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/AGame/Map/Map_Test.Map_Test +EditorStartupMap=/Game/AGame/Map/Map_Test.Map_Test + +[/Script/Engine.RendererSettings] +r.AllowStaticLighting=False + +r.GenerateMeshDistanceFields=True + +r.DynamicGlobalIlluminationMethod=1 + +r.ReflectionMethod=1 + +r.SkinCache.CompileShaders=True + +r.RayTracing=True + +r.RayTracing.RayTracingProxies.ProjectEnabled=True + +r.Substrate=True + +r.Substrate.ProjectGBufferFormat=0 + +r.Shadow.Virtual.Enable=1 + +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/MacTargetPlatform.MacTargetSettings] +-TargetedRHIs=SF_METAL_SM5 ++TargetedRHIs=SF_METAL_SM6 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.UserInterfaceSettings] +bAuthorizeAutomaticWidgetVariableCreation=False +FontDPIPreset=Standard +FontDPI=72 + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/PHY") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/PHY") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=29325E42430BEA3414A72C80FBF480D7 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/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="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="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="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="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="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="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="TraversalMantleCollision",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Default TraversalMantleCollision Profile (Created by Smooth Locomotion System -> TraversalSystem 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)") +-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") +-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") + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..65b060d --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,8 @@ + +[/Script/CommonUI.CommonUISettings] +CommonButtonAcceptKeyHandling=TriggerClick + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=E7C26E1F4D195F0DBE49C2A3E5017988 +CopyrightNotice= + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..a919105 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,84 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Config/DefaultPHYCamera.ini b/Config/DefaultPHYCamera.ini new file mode 100644 index 0000000..d9647d3 --- /dev/null +++ b/Config/DefaultPHYCamera.ini @@ -0,0 +1,5 @@ +[/Script/PHY.PHYCameraSettings] +bUseUltimateGameplayCamera=True +bAllowGenericCameraFallback=False +bAllowSLSCameraFallback=False +LockOnBlendTime=0.250000 diff --git a/Config/DefaultPHYCombat.ini b/Config/DefaultPHYCombat.ini new file mode 100644 index 0000000..9b3f9a3 --- /dev/null +++ b/Config/DefaultPHYCombat.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYCombatSettings] +bRequireServerAuthority=True +bEnableClientPrediction=True +DefaultHitConfirmWindow=0.200000 diff --git a/Config/DefaultPHYCore.ini b/Config/DefaultPHYCore.ini new file mode 100644 index 0000000..540395d --- /dev/null +++ b/Config/DefaultPHYCore.ini @@ -0,0 +1,5 @@ +[/Script/PHY.PHYCoreSettings] +ConfigVersion=1 +bMultiplayerFirst=True +bPreferCodeAndConfig=True +TargetPlatformName=Win64 diff --git a/Config/DefaultPHYEffects.ini b/Config/DefaultPHYEffects.ini new file mode 100644 index 0000000..2cbd329 --- /dev/null +++ b/Config/DefaultPHYEffects.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYEffectsSettings] +bUseGenericEffectsSystem=True +bReplicateGameplayCues=True +EffectCullDistance=5000.000000 diff --git a/Config/DefaultPHYInput.ini b/Config/DefaultPHYInput.ini new file mode 100644 index 0000000..35b426e --- /dev/null +++ b/Config/DefaultPHYInput.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYInputSettings] +DefaultMappingPriority=0 +bRouteInputThroughGenericInputSystem=True +bBlockGameplayInputWhenUIFocused=True diff --git a/Config/DefaultPHYInteraction.ini b/Config/DefaultPHYInteraction.ini new file mode 100644 index 0000000..7d6d260 --- /dev/null +++ b/Config/DefaultPHYInteraction.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYInteractionSettings] +bRequireServerConfirmedInteraction=True +InteractionTraceDistance=350.000000 +bUseSmartObjects=True diff --git a/Config/DefaultPHYInventory.ini b/Config/DefaultPHYInventory.ini new file mode 100644 index 0000000..3c6d0e5 --- /dev/null +++ b/Config/DefaultPHYInventory.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYInventorySettings] +bReplicateInventory=True +MaxQuickSlots=8 +bAllowEquipmentGameplayEffects=True diff --git a/Config/DefaultPHYLocomotion.ini b/Config/DefaultPHYLocomotion.ini new file mode 100644 index 0000000..e715e58 --- /dev/null +++ b/Config/DefaultPHYLocomotion.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYLocomotionSettings] +bUseSmoothLocomotionSystem=True +bReplicateTraversalState=True +MaxSprintSpeed=650.000000 diff --git a/Config/DefaultPHYUI.ini b/Config/DefaultPHYUI.ini new file mode 100644 index 0000000..d1280c2 --- /dev/null +++ b/Config/DefaultPHYUI.ini @@ -0,0 +1,4 @@ +[/Script/PHY.PHYUISettings] +bUseCommonUI=True +bOpenMenusWithGameplayPause=False +DefaultHUDLayerName=HUD diff --git a/Content/AGame/Map/Map_Test.umap b/Content/AGame/Map/Map_Test.umap new file mode 100644 index 0000000..fde6266 --- /dev/null +++ b/Content/AGame/Map/Map_Test.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6bcf2c28a220e561c57bf16f5dd9a3165eaff3bfba5057f65219742cd1ca5129 +size 48664 diff --git a/PHY.sln b/PHY.sln new file mode 100644 index 0000000..867da0a --- /dev/null +++ b/PHY.sln @@ -0,0 +1,1826 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 18 +VisualStudioVersion = 18.0.11005.162 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Automation", "Automation", "{0BFBE63A-B98A-3411-8EEB-8918FEC737B3}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{233774A8-CC9D-3FA9-86D1-90573E92B704}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Programs", "Programs", "{A338B9E2-A559-34BE-A46D-F789DD488FAD}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Rules", "Rules", "{C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Shared", "Shared", "{57713676-9DBE-331C-AD10-26632AC9EE0C}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "UnrealBuildTool.Plugins", "UnrealBuildTool.Plugins", "{7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PHYModuleRules", "Intermediate\Build\BuildRulesProjects\PHYModuleRules\PHYModuleRules.csproj", "{2FBDE990-D269-3540-83F1-074CEB46D247}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PHY", "Intermediate\ProjectFiles\PHY.vcxproj", "{5A08A7FB-22B7-3AE8-A161-9074351852A7}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE5", "Intermediate\ProjectFiles\UE5.vcxproj", "{19942EEB-19B6-371C-829D-86096B2D7FE9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MarketplaceRules", "..\..\UE_5.7\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj", "{A607CD8C-2202-326C-BC5F-52745552F468}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5ProgramRules", "..\..\UE_5.7\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj", "{F1B83B7B-2062-34DA-A69E-176DCE4E98B2}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UE5Rules", "..\..\UE_5.7\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj", "{033C9B08-1E42-3577-BEC4-AEB7674A5351}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VisionOS.Automation", "..\..\UE_5.7\Engine\Platforms\VisionOS\Source\Programs\AutomationTool\VisionOS.Automation.csproj", "{F308F9EC-C32F-3DBF-93EF-F0AB62808F9A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScriptGeneratorUbtPlugin.ubtplugin", "..\..\UE_5.7\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj", "{1757C1BA-C921-37AE-A6AA-850AEB757EB6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Android.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj", "{404777E8-4867-36E2-98BF-D467F6BDCA92}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Apple.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj", "{BC553860-E185-3673-9261-93F2DBCBE674}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationTool", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\AutomationTool.csproj", "{44ACB458-9440-34E6-A1DF-B6502318641C}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationUtils.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj", "{8A804036-32D8-3D85-8DEE-00AD88959D9D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildGraph.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj", "{3EAC6041-5C07-35D6-A950-A4D374E69A76}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CookedEditor.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj", "{00D871DA-1539-3D1C-A0A4-35F4E1BD5B2E}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CrowdinLocalization.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj", "{69C2273C-D1E0-3B31-8070-65E179C1F2C3}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gauntlet.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj", "{C5E71DF4-2725-3085-A3B9-7DE4E88F1FCE}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Insights.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Insights\Insights.Automation.csproj", "{01134013-BE2D-34E8-898C-E5FC9852B1E7}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "IOS.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj", "{3517BED1-1745-3E8E-8167-A0B3BAF2572D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Linux.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj", "{F2006A25-3C71-305C-9C5D-CAAB591CC2D6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LiveLinkHub.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\LiveLinkHub\LiveLinkHub.Automation.csproj", "{B35E8D39-5640-32A5-843C-22CCEC9364DE}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Localization.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj", "{908260DF-E6FE-3CAD-A5B2-DF494E417C9D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LowLevelTests.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj", "{6D0AA6AC-E58B-3300-AC2D-9D6C08F38373}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mac.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj", "{3DE5C837-370C-3529-87DB-60780D6D6799}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mutable.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Mutable\Mutable.Automation.csproj", "{03A1A487-CA51-3E7B-B0AD-C0FE7BAD3CEF}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OneSkyLocalization.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj", "{F3B88678-1469-32DE-85C4-65E506301DDB}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutomationScripts.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj", "{099CD0C9-087E-3B58-B80C-00F2DE95314D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SmartlingLocalization.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj", "{A7B1F08D-7FA8-3632-B5B7-9BC0A4E54053}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamDeck.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj", "{94B23F5A-E849-335B-BC25-7700C59338DD}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Turnkey.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj", "{52F57D45-1712-3BEE-ABC8-D9D9C7F57F90}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TVOS.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj", "{044EAE71-0AD5-3465-89C1-15D2C823CA46}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Win.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj", "{7566313D-4499-3A3F-A245-F83A756BF65A}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XLocLocalization.Automation", "..\..\UE_5.7\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj", "{331A5937-A4B4-3FE9-9E75-9367AFB9E0DC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.AspNet", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj", "{4B4E3254-CBCA-319B-AF38-2B007AABB990}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.BuildGraph", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj", "{BC1813DA-DC11-3700-9270-4B1E176D6B21}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Build", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj", "{28CC7E74-CFDC-3CBB-B339-7AD3367CC8CC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Core", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj", "{E0FD050B-52DC-3720-943A-5AD972D76C98}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Horde", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj", "{926610E6-BADF-3880-A6E3-BB0DBEC7F869}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.IoHash", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj", "{A2D05D16-0930-3046-9C0D-F8A746C36D67}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MongoDB", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj", "{8E0F45F1-6753-3DBC-BDBC-73BD27063277}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.MsBuild", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj", "{11977FAB-45CC-385B-B25D-5767CB5430E9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.OIDC", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj", "{7E3F0FC9-882C-38A6-91E9-5352CC888988}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Oodle", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj", "{37F35174-542C-374F-87E8-BEE1FCD93433}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Fixture", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj", "{5D023183-89DD-390E-891B-179E04E67AC6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce.Managed", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj", "{EC95261F-F03B-3CA4-918D-9A406729E8C9}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Perforce", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj", "{A671E7B8-9907-373D-87CD-73AA210834DA}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.ProjectStore", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.ProjectStore\EpicGames.ProjectStore.csproj", "{AA46E1BF-1542-3EF4-BD9D-5E5C284C417C}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Redis", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj", "{2D583478-4FB7-3ED1-804B-83FD5DA484CC}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.ScriptBuild", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.ScriptBuild\EpicGames.ScriptBuild.csproj", "{5322BB15-0F9F-318E-87A6-F1FE87BA1659}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Serialization", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj", "{3E95F29B-DDB7-3675-9A0E-5CD52C418402}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Slack", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj", "{CF594AEA-EB90-3349-8F37-459967531F42}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.Tracing", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj", "{A27078BF-0AA6-36E6-94BF-FC73FE989947}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UBA", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.UBA\EpicGames.UBA.csproj", "{0E73D030-27A3-37F6-9667-9AB59ED02BD1}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EpicGames.UHT", "..\..\UE_5.7\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj", "{68CE4368-27F7-3529-96BE-B9D35871DF0D}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnrealBuildTool", "..\..\UE_5.7\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj", "{44DD3987-9E25-38D3-8E42-E628A8F936C5}" +EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}" + ProjectSection(SolutionItems) = preProject + ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natvis = ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natvis + ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter = ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natstepfilter + ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natjmc = ..\..\UE_5.7\Engine\Extras\VisualStudioDebugging\Unreal.natjmc + EndProjectSection +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + DebugGame Editor|Win64 = DebugGame Editor|Win64 + DebugGame Editor|Win64-arm64 = DebugGame Editor|Win64-arm64 + DebugGame Editor|Win64-arm64ec = DebugGame Editor|Win64-arm64ec + DebugGame|Win64 = DebugGame|Win64 + DebugGame|Win64-arm64 = DebugGame|Win64-arm64 + DebugGame|Win64-arm64ec = DebugGame|Win64-arm64ec + Development Editor|Win64 = Development Editor|Win64 + Development Editor|Win64-arm64 = Development Editor|Win64-arm64 + Development Editor|Win64-arm64ec = Development Editor|Win64-arm64ec + Development|Win64 = Development|Win64 + Development|Win64-arm64 = Development|Win64-arm64 + Development|Win64-arm64ec = Development|Win64-arm64ec + Shipping|Win64 = Shipping|Win64 + Shipping|Win64-arm64 = Shipping|Win64-arm64 + Shipping|Win64-arm64ec = Shipping|Win64-arm64ec + EndGlobalSection + # UnrealVS Section + GlobalSection(ddbf523f-7eb6-4887-bd51-85a714ff87eb) = preSolution + AvailablePlatforms=Win64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64-arm64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64-arm64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64-arm64ec.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame Editor|Win64-arm64ec.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64-arm64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64-arm64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64-arm64ec.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.DebugGame|Win64-arm64ec.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64-arm64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64-arm64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64-arm64ec.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development Editor|Win64-arm64ec.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64-arm64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64-arm64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64-arm64ec.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Development|Win64-arm64ec.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64-arm64.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64-arm64.Build.0 = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64-arm64ec.ActiveCfg = Development|Any CPU + {2FBDE990-D269-3540-83F1-074CEB46D247}.Shipping|Win64-arm64ec.Build.0 = Development|Any CPU + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64-arm64.Build.0 = Win64_arm64_DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64.ActiveCfg = DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64.Build.0 = DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64-arm64.ActiveCfg = Win64_arm64_DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64-arm64.Build.0 = Win64_arm64_DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64-arm64ec.ActiveCfg = Win64_arm64ec_DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.DebugGame|Win64-arm64ec.Build.0 = Win64_arm64ec_DebugGame|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64.Build.0 = Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64-arm64.ActiveCfg = Win64_arm64_Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64-arm64.Build.0 = Win64_arm64_Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64-arm64ec.ActiveCfg = Win64_arm64ec_Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development Editor|Win64-arm64ec.Build.0 = Win64_arm64ec_Development_Editor|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development|Win64.ActiveCfg = Development|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development|Win64.Build.0 = Development|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development|Win64-arm64.ActiveCfg = Win64_arm64_Development|x64 + {5A08A7FB-22B7-3AE8-A161-9074351852A7}.Development|Win64-arm64.Build.0 = Win64_arm64_Development|x64 + 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{44DD3987-9E25-38D3-8E42-E628A8F936C5}.Shipping|Win64-arm64.ActiveCfg = Development|Any CPU + {44DD3987-9E25-38D3-8E42-E628A8F936C5}.Shipping|Win64-arm64.Build.0 = Development|Any CPU + {44DD3987-9E25-38D3-8E42-E628A8F936C5}.Shipping|Win64-arm64ec.ActiveCfg = Development|Any CPU + {44DD3987-9E25-38D3-8E42-E628A8F936C5}.Shipping|Win64-arm64ec.Build.0 = Development|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(NestedProjects) = preSolution + {19942EEB-19B6-371C-829D-86096B2D7FE9} = {233774A8-CC9D-3FA9-86D1-90573E92B704} + {5A08A7FB-22B7-3AE8-A161-9074351852A7} = {DE1F8B53-6C02-3C13-9101-A7C8D96F3FF6} + {44ACB458-9440-34E6-A1DF-B6502318641C} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {44DD3987-9E25-38D3-8E42-E628A8F936C5} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {57713676-9DBE-331C-AD10-26632AC9EE0C} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} = {A338B9E2-A559-34BE-A46D-F789DD488FAD} + {F308F9EC-C32F-3DBF-93EF-F0AB62808F9A} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {404777E8-4867-36E2-98BF-D467F6BDCA92} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {BC553860-E185-3673-9261-93F2DBCBE674} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {8A804036-32D8-3D85-8DEE-00AD88959D9D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {3EAC6041-5C07-35D6-A950-A4D374E69A76} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {00D871DA-1539-3D1C-A0A4-35F4E1BD5B2E} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {69C2273C-D1E0-3B31-8070-65E179C1F2C3} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {C5E71DF4-2725-3085-A3B9-7DE4E88F1FCE} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {01134013-BE2D-34E8-898C-E5FC9852B1E7} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {3517BED1-1745-3E8E-8167-A0B3BAF2572D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {F2006A25-3C71-305C-9C5D-CAAB591CC2D6} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {B35E8D39-5640-32A5-843C-22CCEC9364DE} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {908260DF-E6FE-3CAD-A5B2-DF494E417C9D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {6D0AA6AC-E58B-3300-AC2D-9D6C08F38373} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {3DE5C837-370C-3529-87DB-60780D6D6799} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {03A1A487-CA51-3E7B-B0AD-C0FE7BAD3CEF} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {F3B88678-1469-32DE-85C4-65E506301DDB} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {099CD0C9-087E-3B58-B80C-00F2DE95314D} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {A7B1F08D-7FA8-3632-B5B7-9BC0A4E54053} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {94B23F5A-E849-335B-BC25-7700C59338DD} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {52F57D45-1712-3BEE-ABC8-D9D9C7F57F90} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {044EAE71-0AD5-3465-89C1-15D2C823CA46} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {7566313D-4499-3A3F-A245-F83A756BF65A} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {331A5937-A4B4-3FE9-9E75-9367AFB9E0DC} = {0BFBE63A-B98A-3411-8EEB-8918FEC737B3} + {4B4E3254-CBCA-319B-AF38-2B007AABB990} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {BC1813DA-DC11-3700-9270-4B1E176D6B21} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {28CC7E74-CFDC-3CBB-B339-7AD3367CC8CC} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {E0FD050B-52DC-3720-943A-5AD972D76C98} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {926610E6-BADF-3880-A6E3-BB0DBEC7F869} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {A2D05D16-0930-3046-9C0D-F8A746C36D67} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {8E0F45F1-6753-3DBC-BDBC-73BD27063277} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {11977FAB-45CC-385B-B25D-5767CB5430E9} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {7E3F0FC9-882C-38A6-91E9-5352CC888988} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {37F35174-542C-374F-87E8-BEE1FCD93433} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {5D023183-89DD-390E-891B-179E04E67AC6} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {EC95261F-F03B-3CA4-918D-9A406729E8C9} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {A671E7B8-9907-373D-87CD-73AA210834DA} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {AA46E1BF-1542-3EF4-BD9D-5E5C284C417C} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {2D583478-4FB7-3ED1-804B-83FD5DA484CC} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {5322BB15-0F9F-318E-87A6-F1FE87BA1659} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {3E95F29B-DDB7-3675-9A0E-5CD52C418402} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {CF594AEA-EB90-3349-8F37-459967531F42} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {A27078BF-0AA6-36E6-94BF-FC73FE989947} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {0E73D030-27A3-37F6-9667-9AB59ED02BD1} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {68CE4368-27F7-3529-96BE-B9D35871DF0D} = {57713676-9DBE-331C-AD10-26632AC9EE0C} + {1757C1BA-C921-37AE-A6AA-850AEB757EB6} = {7B5CFB44-F0FB-31DF-AE62-C3C096A29A7B} + {2FBDE990-D269-3540-83F1-074CEB46D247} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {A607CD8C-2202-326C-BC5F-52745552F468} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {F1B83B7B-2062-34DA-A69E-176DCE4E98B2} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + {033C9B08-1E42-3577-BEC4-AEB7674A5351} = {C2F57ECE-B26F-39D8-BDA7-C1D40BD8F180} + EndGlobalSection +EndGlobal diff --git a/PHY.uproject b/PHY.uproject new file mode 100644 index 0000000..cf5edc7 --- /dev/null +++ b/PHY.uproject @@ -0,0 +1,50 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.7", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "PHY", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + }, + { + "Name": "GenericCombatSystem", + "Enabled": true, + "MarketplaceURL": "com.epicgames.launcher://ue/Fab/product/d4d45c2c-c698-4274-bb14-5474b7880a01" + }, + { + "Name": "GenericGameSystem", + "Enabled": true, + "MarketplaceURL": "com.epicgames.launcher://ue/Fab/product/6904d4d1-c7af-4973-b10e-a88c4436dab5" + }, + { + "Name": "GenericInventorySystem", + "Enabled": true, + "MarketplaceURL": "com.epicgames.launcher://ue/Fab/product/9a9b6f10-4d4c-4897-90ec-809854653402" + }, + { + "Name": "SmoothLocomotionSystem", + "Enabled": true, + "MarketplaceURL": "com.epicgames.launcher://ue/Fab/product/643ae212-8cfe-4238-bb56-c41" + }, + { + "Name": "AuroraDevs_UGC", + "Enabled": true, + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/291971d9abb1443897deb57e80731270", + "SupportedTargetPlatforms": [ + "Win64" + ] + } + ] +} \ No newline at end of file diff --git a/Source/PHY.Target.cs b/Source/PHY.Target.cs new file mode 100644 index 0000000..5a219f5 --- /dev/null +++ b/Source/PHY.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PHYTarget : TargetRules +{ + public PHYTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V6; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; + ExtraModuleNames.Add("PHY"); + } +} diff --git a/Source/PHY/PHY.Build.cs b/Source/PHY/PHY.Build.cs new file mode 100644 index 0000000..9e00e9e --- /dev/null +++ b/Source/PHY/PHY.Build.cs @@ -0,0 +1,23 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class PHY : ModuleRules +{ + public PHY(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "GameplayTags" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} diff --git a/Source/PHY/PHY.cpp b/Source/PHY/PHY.cpp new file mode 100644 index 0000000..c0617c4 --- /dev/null +++ b/Source/PHY/PHY.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PHY.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, PHY, "PHY" ); diff --git a/Source/PHY/PHY.h b/Source/PHY/PHY.h new file mode 100644 index 0000000..677c8e2 --- /dev/null +++ b/Source/PHY/PHY.h @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + diff --git a/Source/PHY/Private/GameplayTags/PHYGameplayTags_Ability.cpp b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Ability.cpp new file mode 100644 index 0000000..c0cfc9a --- /dev/null +++ b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Ability.cpp @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTags/PHYGameplayTags_Ability.h" + +// 能力 Tag 由战斗/GAS 专家维护,新增时同步 Ability 输入绑定和多人语义。 +namespace PHYGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG(Ability_Attack_Primary, "Ability.Attack.Primary"); + UE_DEFINE_GAMEPLAY_TAG(Ability_Attack_Secondary, "Ability.Attack.Secondary"); + UE_DEFINE_GAMEPLAY_TAG(Ability_Dodge, "Ability.Dodge"); + UE_DEFINE_GAMEPLAY_TAG(Ability_Jump, "Ability.Jump"); + UE_DEFINE_GAMEPLAY_TAG(Ability_Interact, "Ability.Interact"); +} diff --git a/Source/PHY/Private/GameplayTags/PHYGameplayTags_Effect.cpp b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Effect.cpp new file mode 100644 index 0000000..49d9668 --- /dev/null +++ b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Effect.cpp @@ -0,0 +1,9 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTags/PHYGameplayTags_Effect.h" + +// 效果 Tag 由交互/效果专家维护,新增时同步表现复制策略。 +namespace PHYGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG(Effect_Hit, "Effect.Hit"); +} diff --git a/Source/PHY/Private/GameplayTags/PHYGameplayTags_Event.cpp b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Event.cpp new file mode 100644 index 0000000..095e8c8 --- /dev/null +++ b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Event.cpp @@ -0,0 +1,10 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTags/PHYGameplayTags_Event.h" + +// 事件 Tag 用于系统间消息和 GAS Event,新增时避免与状态 Tag 混用。 +namespace PHYGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG(Event_Combat_Hit, "Event.Combat.Hit"); + UE_DEFINE_GAMEPLAY_TAG(Event_Interaction_Begin, "Event.Interaction.Begin"); +} diff --git a/Source/PHY/Private/GameplayTags/PHYGameplayTags_Input.cpp b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Input.cpp new file mode 100644 index 0000000..4b4ae14 --- /dev/null +++ b/Source/PHY/Private/GameplayTags/PHYGameplayTags_Input.cpp @@ -0,0 +1,18 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTags/PHYGameplayTags_Input.h" + +// 输入 Tag 由输入专家维护,新增 Tag 时必须同步输入路由和配置说明。 +namespace PHYGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG(Input_Move, "Input.Move"); + UE_DEFINE_GAMEPLAY_TAG(Input_Look, "Input.Look"); + UE_DEFINE_GAMEPLAY_TAG(Input_Jump, "Input.Jump"); + UE_DEFINE_GAMEPLAY_TAG(Input_Sprint, "Input.Sprint"); + UE_DEFINE_GAMEPLAY_TAG(Input_Interact, "Input.Interact"); + UE_DEFINE_GAMEPLAY_TAG(Input_Attack_Primary, "Input.Attack.Primary"); + UE_DEFINE_GAMEPLAY_TAG(Input_Attack_Secondary, "Input.Attack.Secondary"); + UE_DEFINE_GAMEPLAY_TAG(Input_Aim, "Input.Aim"); + UE_DEFINE_GAMEPLAY_TAG(Input_LockOn, "Input.LockOn"); + UE_DEFINE_GAMEPLAY_TAG(Input_Inventory_Toggle, "Input.Inventory.Toggle"); +} diff --git a/Source/PHY/Private/GameplayTags/PHYGameplayTags_State.cpp b/Source/PHY/Private/GameplayTags/PHYGameplayTags_State.cpp new file mode 100644 index 0000000..f5cf014 --- /dev/null +++ b/Source/PHY/Private/GameplayTags/PHYGameplayTags_State.cpp @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTags/PHYGameplayTags_State.h" + +// 状态 Tag 是跨系统通信入口,新增前需要总架构确认语义边界。 +namespace PHYGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG(State_Combat, "State.Combat"); + UE_DEFINE_GAMEPLAY_TAG(State_Aiming, "State.Aiming"); + UE_DEFINE_GAMEPLAY_TAG(State_LockedOn, "State.LockedOn"); + UE_DEFINE_GAMEPLAY_TAG(State_Interacting, "State.Interacting"); + UE_DEFINE_GAMEPLAY_TAG(State_UI_Open, "State.UI.Open"); +} diff --git a/Source/PHY/Private/PHYConfigSettings.cpp b/Source/PHY/Private/PHYConfigSettings.cpp new file mode 100644 index 0000000..e49cee2 --- /dev/null +++ b/Source/PHY/Private/PHYConfigSettings.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PHYConfigSettings.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYConfigSettings) + +// 配置类仅承载默认值和 ini 绑定,具体玩法读取逻辑由各系统的项目包装层实现。 diff --git a/Source/PHY/Public/GameplayTags/PHYGameplayTags_Ability.h b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Ability.h new file mode 100644 index 0000000..2bd5cda --- /dev/null +++ b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Ability.h @@ -0,0 +1,26 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +/** + * @brief PHY 能力相关原生 Gameplay Tag。 + */ +namespace PHYGameplayTags +{ + /** @brief 主攻击能力。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Attack_Primary); + + /** @brief 副攻击能力。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Attack_Secondary); + + /** @brief 闪避能力。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Dodge); + + /** @brief 跳跃能力。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Jump); + + /** @brief 交互能力。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Interact); +} diff --git a/Source/PHY/Public/GameplayTags/PHYGameplayTags_Effect.h b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Effect.h new file mode 100644 index 0000000..ad85c75 --- /dev/null +++ b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Effect.h @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +/** + * @brief PHY 效果相关原生 Gameplay Tag。 + */ +namespace PHYGameplayTags +{ + /** @brief 通用命中特效。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Effect_Hit); +} diff --git a/Source/PHY/Public/GameplayTags/PHYGameplayTags_Event.h b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Event.h new file mode 100644 index 0000000..dff79e8 --- /dev/null +++ b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Event.h @@ -0,0 +1,17 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +/** + * @brief PHY 事件相关原生 Gameplay Tag。 + */ +namespace PHYGameplayTags +{ + /** @brief 命中事件。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Event_Combat_Hit); + + /** @brief 交互开始事件。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Event_Interaction_Begin); +} diff --git a/Source/PHY/Public/GameplayTags/PHYGameplayTags_Input.h b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Input.h new file mode 100644 index 0000000..11c9328 --- /dev/null +++ b/Source/PHY/Public/GameplayTags/PHYGameplayTags_Input.h @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +/** + * @brief PHY 输入相关原生 Gameplay Tag。 + */ +namespace PHYGameplayTags +{ + /** @brief 移动输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Move); + + /** @brief 视角输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Look); + + /** @brief 跳跃输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Jump); + + /** @brief 冲刺输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Sprint); + + /** @brief 交互输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Interact); + + /** @brief 主攻击输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Attack_Primary); + + /** @brief 副攻击输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Attack_Secondary); + + /** @brief 瞄准输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Aim); + + /** @brief 锁定目标输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_LockOn); + + /** @brief 背包开关输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(Input_Inventory_Toggle); +} diff --git a/Source/PHY/Public/GameplayTags/PHYGameplayTags_State.h b/Source/PHY/Public/GameplayTags/PHYGameplayTags_State.h new file mode 100644 index 0000000..8d41e14 --- /dev/null +++ b/Source/PHY/Public/GameplayTags/PHYGameplayTags_State.h @@ -0,0 +1,26 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +/** + * @brief PHY 状态相关原生 Gameplay Tag。 + */ +namespace PHYGameplayTags +{ + /** @brief 角色处于战斗状态。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(State_Combat); + + /** @brief 角色处于瞄准状态。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(State_Aiming); + + /** @brief 角色处于锁定目标状态。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(State_LockedOn); + + /** @brief 角色正在执行交互。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(State_Interacting); + + /** @brief UI 占用主要输入。 */ + UE_DECLARE_GAMEPLAY_TAG_EXTERN(State_UI_Open); +} diff --git a/Source/PHY/Public/PHYConfigSettings.h b/Source/PHY/Public/PHYConfigSettings.h new file mode 100644 index 0000000..d1fb199 --- /dev/null +++ b/Source/PHY/Public/PHYConfigSettings.h @@ -0,0 +1,213 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Object.h" +#include "PHYConfigSettings.generated.h" + +/** + * @brief PHY 项目核心配置。 + */ +UCLASS(Config=PHYCore, DefaultConfig) +class PHY_API UPHYCoreSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 当前配置版本,用于后续迁移检查。 */ + UPROPERTY(Config) + int32 ConfigVersion = 1; + + /** @brief 是否默认按多人优先路径设计核心系统。 */ + UPROPERTY(Config) + bool bMultiplayerFirst = true; + + /** @brief 是否优先使用 C++ 和配置文件表达项目规则。 */ + UPROPERTY(Config) + bool bPreferCodeAndConfig = true; + + /** @brief 首期目标平台名称。 */ + UPROPERTY(Config) + FName TargetPlatformName = TEXT("Win64"); +}; + +/** + * @brief PHY 输入系统配置。 + */ +UCLASS(Config=PHYInput, DefaultConfig) +class PHY_API UPHYInputSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 默认输入映射优先级。 */ + UPROPERTY(Config) + int32 DefaultMappingPriority = 0; + + /** @brief 是否通过 GenericInputSystem 路由 Gameplay 输入。 */ + UPROPERTY(Config) + bool bRouteInputThroughGenericInputSystem = true; + + /** @brief UI 聚焦时是否阻断 Gameplay 输入。 */ + UPROPERTY(Config) + bool bBlockGameplayInputWhenUIFocused = true; +}; + +/** + * @brief PHY 战斗和 GAS 配置。 + */ +UCLASS(Config=PHYCombat, DefaultConfig) +class PHY_API UPHYCombatSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 战斗结果是否必须由服务端确认。 */ + UPROPERTY(Config) + bool bRequireServerAuthority = true; + + /** @brief 是否允许客户端预测能力表现。 */ + UPROPERTY(Config) + bool bEnableClientPrediction = true; + + /** @brief 默认命中确认窗口,单位为秒。 */ + UPROPERTY(Config) + float DefaultHitConfirmWindow = 0.2f; +}; + +/** + * @brief PHY 相机配置。 + */ +UCLASS(Config=PHYCamera, DefaultConfig) +class PHY_API UPHYCameraSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 是否使用 Ultimate Gameplay Camera 作为主相机系统。 */ + UPROPERTY(Config) + bool bUseUltimateGameplayCamera = true; + + /** @brief 是否允许 GenericCameraSystem 作为玩法层备用方案。 */ + UPROPERTY(Config) + bool bAllowGenericCameraFallback = false; + + /** @brief 是否允许 SLSCameraModeSystem 作为玩法层备用方案。 */ + UPROPERTY(Config) + bool bAllowSLSCameraFallback = false; + + /** @brief 默认锁定目标相机混合时间,单位为秒。 */ + UPROPERTY(Config) + float LockOnBlendTime = 0.25f; +}; + +/** + * @brief PHY 运动系统配置。 + */ +UCLASS(Config=PHYLocomotion, DefaultConfig) +class PHY_API UPHYLocomotionSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 是否使用 Smooth Locomotion System 作为主运动系统。 */ + UPROPERTY(Config) + bool bUseSmoothLocomotionSystem = true; + + /** @brief 是否复制特殊移动和穿越状态。 */ + UPROPERTY(Config) + bool bReplicateTraversalState = true; + + /** @brief 默认冲刺速度。 */ + UPROPERTY(Config) + float MaxSprintSpeed = 650.0f; +}; + +/** + * @brief PHY UI 配置。 + */ +UCLASS(Config=PHYUI, DefaultConfig) +class PHY_API UPHYUISettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 是否使用 CommonUI 承载主要 UI 流程。 */ + UPROPERTY(Config) + bool bUseCommonUI = true; + + /** @brief 打开菜单时是否暂停 Gameplay。 */ + UPROPERTY(Config) + bool bOpenMenusWithGameplayPause = false; + + /** @brief 默认 HUD 层名称。 */ + UPROPERTY(Config) + FName DefaultHUDLayerName = TEXT("HUD"); +}; + +/** + * @brief PHY 背包配置。 + */ +UCLASS(Config=PHYInventory, DefaultConfig) +class PHY_API UPHYInventorySettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 是否复制背包状态。 */ + UPROPERTY(Config) + bool bReplicateInventory = true; + + /** @brief 默认快捷栏数量。 */ + UPROPERTY(Config) + int32 MaxQuickSlots = 8; + + /** @brief 装备变化是否允许触发 GameplayEffect。 */ + UPROPERTY(Config) + bool bAllowEquipmentGameplayEffects = true; +}; + +/** + * @brief PHY 交互配置。 + */ +UCLASS(Config=PHYInteraction, DefaultConfig) +class PHY_API UPHYInteractionSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 交互是否必须由服务端确认。 */ + UPROPERTY(Config) + bool bRequireServerConfirmedInteraction = true; + + /** @brief 默认交互检测距离。 */ + UPROPERTY(Config) + float InteractionTraceDistance = 350.0f; + + /** @brief 是否允许使用 SmartObjects 承载复杂交互。 */ + UPROPERTY(Config) + bool bUseSmartObjects = true; +}; + +/** + * @brief PHY 效果配置。 + */ +UCLASS(Config=PHYEffects, DefaultConfig) +class PHY_API UPHYEffectsSettings : public UObject +{ + GENERATED_BODY() + +public: + /** @brief 是否使用 GenericEffectsSystem 管理通用效果。 */ + UPROPERTY(Config) + bool bUseGenericEffectsSystem = true; + + /** @brief 是否通过 GameplayCue 复制关键战斗表现。 */ + UPROPERTY(Config) + bool bReplicateGameplayCues = true; + + /** @brief 默认效果裁剪距离。 */ + UPROPERTY(Config) + float EffectCullDistance = 5000.0f; +}; diff --git a/Source/PHY/Public/PHYGameplayTags.h b/Source/PHY/Public/PHYGameplayTags.h new file mode 100644 index 0000000..173fa1d --- /dev/null +++ b/Source/PHY/Public/PHYGameplayTags.h @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTags/PHYGameplayTags_Ability.h" +#include "GameplayTags/PHYGameplayTags_Effect.h" +#include "GameplayTags/PHYGameplayTags_Event.h" +#include "GameplayTags/PHYGameplayTags_Input.h" +#include "GameplayTags/PHYGameplayTags_State.h" + +/** + * @brief PHY 项目的原生 Gameplay Tag 聚合入口。 + * + * 具体 Tag 必须按功能域拆分到 Source/PHY/Public/GameplayTags 和 + * Source/PHY/Private/GameplayTags 下维护,本文件只负责聚合包含。 + */ diff --git a/Source/PHYEditor.Target.cs b/Source/PHYEditor.Target.cs new file mode 100644 index 0000000..09fc255 --- /dev/null +++ b/Source/PHYEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class PHYEditorTarget : TargetRules +{ + public PHYEditorTarget( TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V6; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_7; + ExtraModuleNames.Add("PHY"); + } +}