Initial Commit
This commit is contained in:
commit
8eb32c976f
1
.gitattributes
vendored
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1
.gitattributes
vendored
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||||
Content/** filter=lfs diff=lfs merge=lfs -text
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14
.gitignore
vendored
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14
.gitignore
vendored
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Binaries
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DerivedDataCache
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Intermediate
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.idea
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.vscode
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.vs
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*.VC.db
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*.opensdf
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||||
*.opendb
|
||||
*.sdf
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*.sln
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*.suo
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*.xcodeproj
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||||
*.xcworkspace
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6
.ignore
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6
.ignore
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||||
.vscode
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Content
|
||||
DerivedDataCache
|
||||
Intermediate
|
||||
Saved
|
||||
Script
|
9
Config/DefaultEditor.ini
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9
Config/DefaultEditor.ini
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||||
[UnrealEd.SimpleMap]
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||||
SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap
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|
||||
[EditoronlyBP]
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||||
bAllowClassAndBlueprintPinMatching=true
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||||
bReplaceBlueprintWithClass= true
|
||||
bDontLoadBlueprintOutsideEditor= true
|
||||
bBlueprintIsNotBlueprintType= true
|
||||
|
2
Config/DefaultEditorPerProjectUserSettings.ini
Normal file
2
Config/DefaultEditorPerProjectUserSettings.ini
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||||
[ContentBrowser]
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||||
ContentBrowserTab1.SelectedPaths=/Game/FirstPerson
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116
Config/DefaultEngine.ini
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116
Config/DefaultEngine.ini
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||||
[/Script/Engine.CollisionProfile]
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||||
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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||||
-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)
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||||
-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)
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||||
-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)
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||||
-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)
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-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)
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-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)
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-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)
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||||
-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)
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-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)
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||||
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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||||
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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||||
-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)
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-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)
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||||
-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)
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-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)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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||||
+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. ")
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+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. ")
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||||
+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. ")
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||||
+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.")
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||||
+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. ")
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||||
+Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile")
|
||||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Grabber")
|
||||
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore)))
|
||||
-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")
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
EditorStartupMap=/Game/Dungeon.Dungeon
|
||||
LocalMapOptions=
|
||||
TransitionMap=None
|
||||
bUseSplitscreen=True
|
||||
TwoPlayerSplitscreenLayout=Horizontal
|
||||
ThreePlayerSplitscreenLayout=FavorTop
|
||||
FourPlayerSplitscreenLayout=Grid
|
||||
bOffsetPlayerGamepadIds=False
|
||||
GameInstanceClass=/Script/Engine.GameInstance
|
||||
GameDefaultMap=/Game/Dungeon.Dungeon
|
||||
ServerDefaultMap=/Engine/Maps/Entry.Entry
|
||||
GlobalDefaultGameMode=/Game/BP_CryptRaiderGameMode.BP_CryptRaiderGameMode_C
|
||||
GlobalDefaultServerGameMode=None
|
||||
|
||||
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
|
||||
MinimumiOSVersion=IOS_14
|
||||
|
||||
[/Script/Engine.RendererSettings]
|
||||
r.ReflectionMethod=1
|
||||
r.GenerateMeshDistanceFields=True
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
|
||||
|
||||
r.Shadow.Virtual.Enable=1
|
||||
|
||||
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||
TargetedHardwareClass=Desktop
|
||||
AppliedTargetedHardwareClass=Desktop
|
||||
DefaultGraphicsPerformance=Maximum
|
||||
AppliedDefaultGraphicsPerformance=Maximum
|
||||
|
||||
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
|
||||
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
|
||||
|
||||
[/Script/Engine.Engine]
|
||||
+ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/CryptRaider")
|
||||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/CryptRaider")
|
||||
+ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="CryptRaiderProjectile")
|
||||
+ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="CryptRaiderGameMode")
|
||||
+ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="CryptRaiderCharacter")
|
||||
|
||||
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
|
||||
bEnablePlugin=True
|
||||
bAllowNetworkConnection=True
|
||||
SecurityToken=8A2300A04241A656D05B7B900FED30ED
|
||||
bIncludeInShipping=False
|
||||
bAllowExternalStartInShipping=False
|
||||
bCompileAFSProject=False
|
||||
bUseCompression=False
|
||||
bLogFiles=False
|
||||
bReportStats=False
|
||||
ConnectionType=USBOnly
|
||||
bUseManualIPAddress=False
|
||||
ManualIPAddress=
|
||||
|
6
Config/DefaultGame.ini
Normal file
6
Config/DefaultGame.ini
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|
||||
[ProjectSettings]
|
||||
ProjectID=(A=1823396784,B=1298598689,C=1743498150,D=-2048051708)
|
||||
ProjectName=First Person Template
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=7B3A624E4358054E660DE1BF7B67D15D
|
124
Config/DefaultInput.ini
Normal file
124
Config/DefaultInput.ini
Normal file
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|
||||
[/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="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||
+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="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_Left_Trackpad_Touch",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))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||
+AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",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
|
||||
bAlwaysShowTouchInterface=False
|
||||
bShowConsoleOnFourFingerTap=True
|
||||
bEnableGestureRecognizer=False
|
||||
bUseAutocorrect=False
|
||||
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||
DefaultViewportMouseLockMode=LockOnCapture
|
||||
FOVScale=0.011110
|
||||
DoubleClickTime=0.200000
|
||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
|
||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
|
||||
+ActionMappings=(ActionName="Grab",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
|
||||
+ActionMappings=(ActionName="Grab",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Up)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=Down)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
|
||||
+AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A)
|
||||
+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D)
|
||||
+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX)
|
||||
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX)
|
||||
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=-1.000000,Key=Left)
|
||||
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Right)
|
||||
+AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX)
|
||||
+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
|
||||
+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
|
||||
DefaultPlayerInputClass=/Script/Engine.PlayerInput
|
||||
DefaultInputComponentClass=/Script/Engine.InputComponent
|
||||
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||
-ConsoleKeys=Tilde
|
||||
+ConsoleKeys=Tilde
|
||||
|
31
Config/HoloLens/HoloLensEngine.ini
Normal file
31
Config/HoloLens/HoloLensEngine.ini
Normal file
@ -0,0 +1,31 @@
|
||||
|
||||
|
||||
[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
|
||||
bBuildForEmulation=False
|
||||
bBuildForDevice=True
|
||||
bUseNameForLogo=True
|
||||
bBuildForRetailWindowsStore=False
|
||||
bAutoIncrementVersion=False
|
||||
bShouldCreateAppInstaller=False
|
||||
AppInstallerInstallationURL=
|
||||
HoursBetweenUpdateChecks=0
|
||||
bEnablePIXProfiling=False
|
||||
TileBackgroundColor=(B=64,G=0,R=0,A=255)
|
||||
SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
|
||||
+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
|
||||
TargetDeviceFamily=Windows.Holographic
|
||||
MinimumPlatformVersion=
|
||||
MaximumPlatformVersionTested=10.0.18362.0
|
||||
MaxTrianglesPerCubicMeter=500.000000
|
||||
SpatialMeshingVolumeSize=20.000000
|
||||
CompilerVersion=Default
|
||||
Windows10SDKVersion=10.0.18362.0
|
||||
+CapabilityList=internetClientServer
|
||||
+CapabilityList=privateNetworkClientServer
|
||||
+Uap2CapabilityList=spatialPerception
|
||||
bSetDefaultCapabilities=False
|
||||
SpatializationPlugin=
|
||||
ReverbPlugin=
|
||||
OcclusionPlugin=
|
||||
SoundCueCookQualityIndex=-1
|
||||
|
BIN
Content/BP_CryptRaiderGameMode.uasset
(Stored with Git LFS)
Normal file
BIN
Content/BP_CryptRaiderGameMode.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/BP_Player.uasset
(Stored with Git LFS)
Normal file
BIN
Content/BP_Player.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/BP_SecretWall.uasset
(Stored with Git LFS)
Normal file
BIN
Content/BP_SecretWall.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/BP_Torch_Dungeon.uasset
(Stored with Git LFS)
Normal file
BIN
Content/BP_Torch_Dungeon.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Dungeon.umap
(Stored with Git LFS)
Normal file
BIN
Content/Dungeon.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Audio/FirstPersonTemplateWeaponFire02.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/BaseMaterial.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/BaseMaterial.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/FirstPersonProjectileMaterial.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/FirstPersonProjectileMaterial.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/M_FPGun.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/M_FPGun.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_Screen.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_Screen.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_FineRubber.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_FineRubber.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Mesh/FirstPersonProjectileMesh.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Mesh/FirstPersonProjectileMesh.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Mesh/SK_FPGun.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Mesh/SK_FPGun.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Mesh/SK_FPGun_Physics.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Mesh/SK_FPGun_Physics.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Mesh/SK_FPGun_PhysicsAsset.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Mesh/SK_FPGun_PhysicsAsset.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Textures/T_FPGun_M.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Textures/T_FPGun_M.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FPWeapon/Textures/T_FPGun_N.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FPWeapon/Textures/T_FPGun_N.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPerson/Blueprints/BP_FirstPersonProjectile.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPerson/Blueprints/BP_FirstPersonProjectile.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPerson/Blueprints/BP_RiflePickUp.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPerson/Blueprints/BP_RiflePickUp.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPerson/Maps/FirstPersonMap.umap
(Stored with Git LFS)
Normal file
BIN
Content/FirstPerson/Maps/FirstPersonMap.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPersonFire_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPersonFire_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_Fire.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_Fire.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_Idle.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_Idle.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpEnd.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpEnd.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpLoop.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpLoop.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpStart.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_JumpStart.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Animations/FirstPerson_Run.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Animations/FirstPerson_Run.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Character/Materials/M_UE4Man_Body.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Character/Materials/M_UE4Man_Body.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
BIN
Content/FirstPersonArms/Character/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
(Stored with Git LFS)
Normal file
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Content/FirstPersonArms/Character/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/FirstPersonArms/Character/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms.uasset
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Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_PhysicsAsset.uasset
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Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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Content/FirstPersonArms/Character/Textures/UE4_LOGO_CARD.uasset
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Content/FirstPersonArms/Character/Textures/UE4_LOGO_CARD.uasset
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Content/FirstPersonArms/Character/Textures/UE4_Mannequin_MAT_MASKA.uasset
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Content/FirstPersonArms/Character/Textures/UE4_Mannequin__normals.uasset
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Content/FirstPersonArms/Character/Textures/UE4_Mannequin__normals.uasset
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Content/LevelPrototyping/Materials/MI_PrototypeGrid_Gray.uasset
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Content/LevelPrototyping/Materials/MI_PrototypeGrid_TopDark.uasset
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Content/LevelPrototyping/Materials/MI_Solid_Blue.uasset
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Content/LevelPrototyping/Materials/MI_Solid_Blue.uasset
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Content/LevelPrototyping/Materials/M_PrototypeGrid.uasset
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Content/LevelPrototyping/Materials/M_PrototypeGrid.uasset
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Content/LevelPrototyping/Materials/M_Solid.uasset
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Content/LevelPrototyping/Materials/M_Solid.uasset
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Content/LevelPrototyping/Meshes/SM_ChamferCube.uasset
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Content/LevelPrototyping/Meshes/SM_ChamferCube.uasset
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Content/LevelPrototyping/Meshes/SM_Cube.uasset
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Content/LevelPrototyping/Meshes/SM_Cylinder.uasset
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Content/LevelPrototyping/Meshes/SM_QuarterCylinder.uasset
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Content/LevelPrototyping/Meshes/SM_Ramp.uasset
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Content/LevelPrototyping/Textures/T_Hologrid.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleHolder_Bronze.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleHolder_Bronze.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleHolder_Iron.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleStick_Bronze.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleStick_Bronze.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleStick_Iron.uasset
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Content/MedievalDungeon/Blueprints/BP_CandleStick_Iron.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Holder.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_A.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_A.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_B.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_B.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_C.uasset
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Content/MedievalDungeon/Blueprints/BP_Candle_Used_C.uasset
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Content/MedievalDungeon/Blueprints/BP_Cell_Door.uasset
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Content/MedievalDungeon/Blueprints/BP_Cell_Door.uasset
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Content/MedievalDungeon/Blueprints/BP_Chandalier.uasset
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Content/MedievalDungeon/Blueprints/BP_Chandalier.uasset
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Content/MedievalDungeon/Blueprints/BP_Crypt_Doorway.uasset
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Content/MedievalDungeon/Blueprints/BP_Crypt_Doorway.uasset
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Content/MedievalDungeon/Blueprints/BP_Dungeon_Doorway.uasset
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Content/MedievalDungeon/Blueprints/BP_Dungeon_Doorway.uasset
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Content/MedievalDungeon/Blueprints/BP_Hanging_Gibbet_Cage.uasset
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Content/MedievalDungeon/Blueprints/BP_Hanging_Gibbet_Cage.uasset
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Content/MedievalDungeon/Blueprints/BP_Torch.uasset
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Content/MedievalDungeon/Maps/Demonstration.umap
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Content/MedievalDungeon/Materials/M_Bed_Inst.uasset
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Content/MedievalDungeon/Materials/M_Bed_Inst.uasset
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Content/MedievalDungeon/Materials/M_BrickFloor_Clean_Inst.uasset
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Content/MedievalDungeon/Materials/M_BrickFloor_Clean_Inst.uasset
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Content/MedievalDungeon/Materials/M_CandleHolder_Bronze_Inst.uasset
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Content/MedievalDungeon/Materials/M_CandleHolder_Iron_Inst.uasset
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Content/MedievalDungeon/Materials/M_CandleHolder_Iron_Inst.uasset
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Content/MedievalDungeon/Materials/M_CandleStick_Bronze_Inst.uasset
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Content/MedievalDungeon/Materials/M_CandleStick_Iron_Inst.uasset
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Content/MedievalDungeon/Materials/M_Candle_Holder_Inst.uasset
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Content/MedievalDungeon/Materials/M_Candle_Holder_Inst.uasset
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Content/MedievalDungeon/Materials/M_Candles_Inst.uasset
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Content/MedievalDungeon/Materials/M_Candles_Master.uasset
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Content/MedievalDungeon/Materials/M_Ceiling_Arch_Inst.uasset
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Content/MedievalDungeon/Materials/M_Ceiling_Arch_Inst.uasset
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Content/MedievalDungeon/Materials/M_Cell_Door_Front_Inst.uasset
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Content/MedievalDungeon/Materials/M_Cell_Door_Front_Inst.uasset
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Content/MedievalDungeon/Materials/M_Cell_Side_Inst.uasset
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