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Iteration 2 (#227)
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* Add flashing effect on temporary power up expiring (#158)

- Modified Default Effect blueprint to add a 'TriggerDisappearEffectAfterXSeconds' event, that toggles the visibility of the effect on and off after X seconds.
- It is called by the player when the player creates an effect.
- I felt like this invocation from the player blueprint was needed, as the player currently controls the duration of the temporary effects

* Update Skyhook Pillar (#161)

* Add SkyPillar

* Update SkyPillar

* Update SkyPillar variable

* Update SkyhookPillar naming

* Add Explosive Barrel (#163)

* Add Explosive Barrel

* Update Explosive Barrel

* Add BarrelExplosion

* Added SkyHook Pillar Asset and VFX interaction (#164)

- Added Barrel for SkyHook Pillar (now an explosive barrel for visual clarity)
- Added FREE Smoke Particle pack to use for SH Pillar.
- SH Pillar lets out smoke on its last life
- SH Pillar has explosion VFX when detonated. Its size fits the adjacent blocks that will be detached to show off its blast range.

* Implement AI Lazer Dodging Mechanics (#166)

* Reorder BT files

* Add function to allow AI to dodge sideways

* Add function to allow AI to locate best route and dodge laser

* Implement AI dodging mechanics

* Add Explod-o-Mat Powerup (#167)

* Add Explode-o-Mat

* Update cratewall to include explod-o-mat powerup

* Move falling timer from explod-o-mat to explosivebarrel

* Update Explod-o-Mat to have no overlapping barrel

* Skyhook Pillar VFX update (#170)

- Added Glow VFX to showcase the damage to the barrel
- Added smoke VFX to softly show a preview of the area that will be destroyed
- Added new barrel for Explod-o-mat

* Update PointBeacon (#171)

* Add PointBeacon

* Update PointBeacon

* Point Beacon Model update and several changes (#175)

- Updated Point Beacon and Point Orb model
- Randomized spawn timing of Point Orb
- Reduced size of ExplosiveBarrel to make it slightly more distinct from Skyhook Pillar
- Added indicator to show the selected blocks that will fall after destroying the skyhook pillar
- Reduced Explosion and Pickup Sound Volume by 50% (they were quite loud by themselves and/or stacked together)

* AI Improvements (#178)

* Add function to line trace paths before AI places drone

* Implement laser reflection usage, remodel behavior tree

* Allow AI to walk through explosive barrels

* Reorder files in AIPlayer

* Local Multiplayer (#176)

* Multiplayer with temporary player registration HUD

* Move audio controls to game instance, do audio transition from main menu to multiplayer level

* Fix audio related bugs

* Implement controller detection UI

* Fix spamming mayhem mode audio issue

* Clean up blueprints

* Fix low FPS and multiplayer selection platform not lighting up after build

* Removed directional light from Multiplayer Map (unnecessary and causes a
* lot of lag, perhaps should remove from the game entirely)
* Reparent selection platform from StaticMeshActor to Actor
* (StaticMeshActor does not keep the texture after lighting rebuild for
* some unknown reason)

* Fix audio issues

* Fix character skin

* Fix end game victory multiplayer restart button

* Checks if human players are more than 1

* Resolve conflict and fix audio

* Add back scene captures to multiplayer map

* Fix fade issue

Co-authored-by: ranicewin <[email protected]>
Co-authored-by: iskandarzulkarnaien <[email protected]>

* Rework Lazer (Speed & Appearance Update) (#181)

* Rework lazer to boost based on number of times reflected

* Renamed / Regrouped misc lazer params
* Add logic to boost speed of lazer with every reflect
* Reduced base lazer speed
* Todos:
* Lazer damage to scale with number of reflects
* Lazer size/appearance to scale with number of reflecs

* Rework lazer to increase in size after every reflect

* Lazer increases in size after each reflect
* Added test map
* Refactor lazer material setting to use recursive get child
* Todo:
* Make Lazer look more menacing at higher reflect counts
* Increase lazer damage based on number of reflects

* Implement Score System (#182)

* Implement Score System Skeleton

* Implemented (functions only, no integration):
* Passive Gain
* Powerup Pickup
* Player Hit
* Player Kill (with optional Score Theft)
* Todo:
* Score Breakdown (e.g. Kills, Crates, Powerups, etc)
* Individual gain amounts for different powerups
* Object Hit Gain
* Object Destroyed Gain
* Point Orb System
* HUD Score Update
* Victory Screen Score Update

* Update Score Tracker and add Lazer To Player Communication Library

* Add ScoreTracker variable to BeamermanPlayer, function to create and
* assign it in Construction Script
* Implement incomplete functions in Score Tracker
* TODO: Assign point values for ObjectHit/Kill, balance points from all
* sources
* Create library to manage message passing from Lazer to Score

* Restore changes lost in merge conflict

* PlayerGhost uses correct model, directional light shadow turned off

* Implement basic scoring system

* Hook up middleman class to pass lazer hits to score tracker
* Add delay in lazer destroy to prevent null exceptions

* Individually track various score types and integrate with other objects

* Add various score types (e.g. score gained from powerups, score gained
* from hits, etc)
* Centralize all score updates in middleman functions blueprint
* Add ScoreTestMap
* Refactor powerups to use parent's component overlap

* Fix self-hit incrementing score

* Display song below individual player HUD

* Add score to victory screen

* Modify Struct_PlayerDeath to include player score at time of death

* Improve main game score text

* Change text to more Beamerman appropriate one
* Realign text
* Add outline for greater readability

* Tweak score values

* Increase HUD score font size and add 'Score:' before number

* Award reflect score only on successful player hit

* Shift one uncontrolled player in testmap to allow testing reflect hit
* Add 'TimesReflected' variable to lazer

* Check for validity of object before awarding score

* Modify UI and Multiplayer controls (#186)

* add controllers UI and modified main menu

* fix how to play ui scaling issues

* Rework player health and lazer damage (#187)

* Rework player health and lazer damage

* Lazer damage now equals (TimesReflected/2) + 1
* Player now has 8 starting health

* Update local multiplayer HUD to show increased player health

* Increased HUD max health to 8
* Re-added directional light to multiplayer map
* Removed lobby area from lighting channel

* Added new tiles into default map and multiplayer map (#190)

- also fixed nav on skyhook pillar

* Added Explod-o-Mat Power Up Visual (#191)

* Add online multiplayer mode (#162)

* Add Multiplayer mode, has some issues with UI, Lobby and PowerUp

* Fixed Powerup, Crate and Mirror

* Fix issues 4 and 5

* Combine player_Client and player_Server. Fixed part of issue 1 and 2. Add Countdown to waiting for players, Server can press Enter to start the game

* Fix new issue 2

* fixed issue 3, camera is fixed using TopDownCamera in the map

* fixed issue5: MAYHEM on different sides don't appear at the same time

* Fix error for crate and laser

* rename files to avoid conflicts

* rename 2.0

* merge test 1

* merge test 1.0

* merge test 1.1

* Update Multiplayer UI (#188)

* Add MultiplayerUI

* Add UI in Contoller

* Update UI in client

* Update GameState

* merge test 2.0

Co-authored-by: LiuTianZ <[email protected]>
Co-authored-by: [email protected] <[email protected]>
Co-authored-by: Ng Boon Hong <[email protected]>

* Alpha playtest packaging fix (#193)

* Delete legacy files

* Fix Struct error in BeamermanGameMode

Co-authored-by: irene-lly <[email protected]>

* AI bug fixes & improvements (#198)

* Delete legacy files

* Fix Struct error in BeamermanGameMode

* Fix bug where AI gets stuck at certain tiles

* Rename blueprints and add some comments

Co-authored-by: gachia <[email protected]>

* Update online multiplayer UI (#199)

* add steam lobby but still have some issues (#200)

* remove player number in lobby (#203)

* New objects and bug fixes for online multiplayer (#204)

* Create blueprints for Explosive barrel and Skyhook Pillar

* Fix mayhem mode

* Add materials for mirrors in multiplayer blueprints

* make player id flexible (#207)

* Add end game UI for online multiplayer (#211)

* remove player number in lobby

* add end game widget for online, but victory UI is not replicated

* fixed victory and BGM conflict

* Online multiplayer score system (#212)

* Add Score System into Online Multiplayer

* Update Score System

* Fix score bug

* Resolve merge conflict

* enable steam (#214)

* Aesthetic changes (#213)

* Added new assets for visual changes

- Changed visuals for BaseTile, CrateWall and Wall. Went for a futuristic garden sky city look

* Revised asset changes and new player indicator

- Revised visual changes; hedges are back to crates and ground is now grassy
- Added player indicator to Singleplayer mode
- Increased light and camera zoom to all maps for better clarity of the field
- Changed powerup font to something visually clearer and increased the size

* Removed unused assets to reduce project size

* Add laser rework for online multiplayer (#216)

* Update Laser

* Fix wall bug

* Fix crate bug

* Update score

* Update victory ui

* Update end game score

* fixed online redundant music and Victory UI issues (#220)

* Point orb (#221)

* Create point orb and place in online multiplayer map

* Delete unused audio and test stubs

* Bug fix for crate point (#222)

* Improvements to HUD, Main Menu (#206)

* Implement new HUD for single player and local multiplayer

* Settings (#209)

* AI bug fixes & improvements (#198)

* Delete legacy files

* Fix Struct error in BeamermanGameMode

* Fix bug where AI gets stuck at certain tiles

* Rename blueprints and add some comments

Co-authored-by: gachia <[email protected]>

* Update online multiplayer UI (#199)

* add steam lobby but still have some issues (#200)

* remove player number in lobby (#203)

* New objects and bug fixes for online multiplayer (#204)

* Create blueprints for Explosive barrel and Skyhook Pillar

* Fix mayhem mode

* Add materials for mirrors in multiplayer blueprints

* Add UI for sound settings

* Add UI for resolution settings

Co-authored-by: gachia <[email protected]>
Co-authored-by: Ng Boon Hong <[email protected]>
Co-authored-by: LiuTianZ <[email protected]>

* Clean up how to play screen

* Reorganise files, implement remove player stats if player not present in online multiplayer

* Implement new HUD design for online multiplayer

* Reorganise and rename files, clean up settings HUD

* Create 3D models for powerups based on new icons

* Disable BEGIN BATTLE for local multiplayer if <2 players

* Implement host lobby design skeleton

* Rename Multiplayer file to Local_Multiplayer

* Implement notice when player not connected to steam

* Reorganise files and design steam lobby UI

* Finish implementing lobby design

* Implement loading screen before joining session

* Add loading screen widget to viewport upon joining game

* Add main menu, add pressed button sound effects, back button in local multi, fix camera lighting bug in local multi map

* add sound effect to end game ui

* Attempted to create try again button for checking steam connection but failed

Co-authored-by: Irene Lee Li Ying <[email protected]>
Co-authored-by: gachia <[email protected]>
Co-authored-by: Ng Boon Hong <[email protected]>
Co-authored-by: LiuTianZ <[email protected]>
Co-authored-by: beatricetay <[email protected]>

* Online multiplayer bugfix & UI improvements (#223)

* Fix bug where lazer destroys Skyhook pillar in one hit

* Fix bug where player cannot host new game after ending a game

* Add player indicator for online multiplayer

* Fix lobby map filepath in project settings

* Remove unused UI assets

* Fix fade out from local multiplayer to main menu

* Improve speed powerup, update all multiplayer powerups to use new models

* Fix settings

* Update toggle for online multiplayer UI

* Update PointOrb spawning time

* Added Explodomat Text and Updated SP Player Indicator

- Explod-o-mat for SP and MP now spawns a billboard (text popup)
- Player Indicator for SP uses a new Sprite and has an event tick to orient itself to face the camera

* Clean up blueprints, reorganise files

* Try to set up multiplayer waiting lobby

* Forgot to save mult game map

* Added print statements

* Test

* Remove placeholder text for player names

* Edit player indicator for online multiplayer

* Forgot to add in 'toggle visibility' for player indicator to work in previous commit

* Make main menu map music persist to online multiplayer map

* Fix client index in multiplayer game mode

* Attemp to fix player name display issue for multiplayer lobby

* Suppress login event if already logged in

* Attempt to fix loading issue

* Attempt to fix loading issue

* Attempt to fix loading issue

* Attempt to fix loading issue

* Update filepath for LobbyMap so that it can work in build

* Rollback online multiplayer lobby, add simple waiting server ui, modify pause menu for multiplayer mode

* Fix multiplayer player indicator

* Remove unused UI in multiplayer map, fix audio issues

* Fix time of death in victory screen

* fix player name and mirror texture

Co-authored-by: ranicewin <[email protected]>
Co-authored-by: [email protected] <[email protected]>
Co-authored-by: gachia <[email protected]>
Co-authored-by: iskandarzulkarnaien <[email protected]>
Co-authored-by: raniceyue <[email protected]>
Co-authored-by: beatricetay <[email protected]>

* Bug fix final (#226)

* Attempt to fix victory UI bug

* Make online mult controller use new online victory ui

* Make new online victory UI remove positions for nonexisting players

* Change witing server start to align center, clean up blueprints, change delay value in online multiplayer game mode

* Make victory ui use player records from the game state

* Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui

* Revert "Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui"

This reverts commit 3995d3b.

* Revert "Make victory ui use player records from the game state"

This reverts commit a3b8ee2.

* Fix bug where when 3 players in online, Player 4 indicator lights up in waiting server start ui

* Remove second time player record is updated in game mode

* Make all online multiplayer blueprints store and retrieve death records from the game state

* Implement custom defeat screen for online multiplayer clients, and implement wait server start for clients

* Make wait server start use game state to check alive players if client

* Make waiting server start ui use the players array in the game state

* Clean up blueprints

* Make end game use game state

* Increase delay

* Clean up blueprints

* Increase delay time

* Add animation to countdown

* Fix bug in animation for countdown, make pause menu centered

* Clean up blueprints

* Fix player position and number wrongly set in victory ui

* cosmetic fix: how to play movement icon, centralize pause widget

* [WIP]: Debugging waiting server ui

* [WIP]: Debugging present players using struct

* [WIP]: Debug present players, propagate struct

* Add new explodomat powerup model

* Fix explodomat powerup texture missing

* [WIP]: modify player present struct

* [WIP] Modify propagation

* [WIP] set current player struct in game mode

* set default value of max players

* Update armour powerups to look like the actual armour

* [WIP]: Modify reference instead of copy

* Revamp entire how to play page

* Update README.md

* Refine UI

* Rename some files, delete unused assets

* Refactor online player registration, fix player index registration issue

* Fix client waiting menu

* Force loading screen to show in multiplayer player construct script

* Move show loading screen from construct to gamemode

* Fix scoring system and client player id 0 in victory screen bug

* Add loading screen when client joins

* Delete OnlineMultiplayerWaiting.uasset

* Add flag to session to check if game has started or not

* Fix some stuff

* Add overlay for leave game, fix bool flag in online end game defeat

* fix female char materials

* refactor game mode to remove id to controller ref

* fix victory player image

* stop passive score after player death

* Fixed missing image on HowToPlay screen for Explod-o-mat powerup

* Updated several power-up names to match Pickup and GDD text

- Change Armour to Armor (following GDD names)
- Change Mirror Armor to Mirrored Armor (following pickup names)

* fix for player controllers

* modify controller config to allow keyboard usage for player 1

* Fix score on local multi victory

* modify read me

* modify picture in read me

Co-authored-by: beatricetay <[email protected]>
Co-authored-by: irene-lly <[email protected]>
Co-authored-by: gachia <[email protected]>

Co-authored-by: Ng Boon Hong <[email protected]>
Co-authored-by: Gabriel Chia <[email protected]>
Co-authored-by: Irene Lee Li Ying <[email protected]>
Co-authored-by: ranicewin <[email protected]>
Co-authored-by: iskandarzulkarnaien <[email protected]>
Co-authored-by: LiuTianZ <[email protected]>
Co-authored-by: LiuTianZ <[email protected]>
Co-authored-by: [email protected] <[email protected]>
Co-authored-by: irene-lly <[email protected]>
Co-authored-by: Ranz <[email protected]>
Co-authored-by: raniceyue <[email protected]>
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12 people authored Nov 9, 2021
1 parent 44380b0 commit 6daaf18
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27 changes: 22 additions & 5 deletions Beamerman.uproject
Original file line number Diff line number Diff line change
@@ -1,6 +1,23 @@
{
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": ""
{
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Beamerman",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "AdvancedSessions",
"Enabled": true
},
{
"Name": "AdvancedSteamSessions",
"Enabled": true
}
]
}
16 changes: 14 additions & 2 deletions Config/DefaultEngine.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,19 @@
+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/Beamerman")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/Beamerman")

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
Expand All @@ -13,6 +26,7 @@ EditorStartupMap=/Game/DefaultGameMap.DefaultGameMap
GameDefaultMap=/Game/MainMenuMap.MainMenuMap
bUseSplitscreen=False
GameInstanceClass=/Game/PersistentGameInstance.PersistentGameInstance_C
bOffsetPlayerGamepadIds=True

[/Script/NavigationSystem.NavigationSystemV1]
DefaultAgentName=None
Expand Down Expand Up @@ -95,5 +109,3 @@ RuntimeGeneration=Dynamic
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="DroneSpawnPlayer",NewName="Player1")


61 changes: 57 additions & 4 deletions Config/DefaultGame.ini
Original file line number Diff line number Diff line change
@@ -1,4 +1,57 @@


[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=8838058347F11F77D30B6D8608D48FE1
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=8838058347F11F77D30B6D8608D48FE1


[/Script/UnrealEd.ProjectPackagingSettings]
Build=IfProjectHasCode
BuildConfiguration=PPBC_Development
BuildTarget=
StagingDirectory=(Path="")
FullRebuild=True
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bIncludeNativizedAssetsInProjectGeneration=False
bExcludeMonolithicEngineHeadersInNativizedCode=False
UsePakFile=True
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False
MaxChunkSize=0
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
PakFileCompressionFormats=
PakFileAdditionalCompressionOptions=
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=False
bSharedMaterialNativeLibraries=False
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=English
+CulturesToStage=en
bCookAll=False
bCookMapsOnly=True
bCompressed=True
bSkipEditorContent=False
bSkipMovies=False
+IniKeyBlacklist=KeyStorePassword
+IniKeyBlacklist=KeyPassword
+IniKeyBlacklist=rsa.privateexp
+IniKeyBlacklist=rsa.modulus
+IniKeyBlacklist=rsa.publicexp
+IniKeyBlacklist=aes.key
+IniKeyBlacklist=SigningPublicExponent
+IniKeyBlacklist=SigningModulus
+IniKeyBlacklist=SigningPrivateExponent
+IniKeyBlacklist=EncryptionKey
+IniKeyBlacklist=IniKeyBlacklist
+IniKeyBlacklist=IniSectionBlacklist
+MapsToCook=(FilePath="/Game/MainMenuMap")
+MapsToCook=(FilePath="/Game/MultiPlayerGameMap")
+MapsToCook=(FilePath="/Game/LocalMultiplayerGameMap")
+MapsToCook=(FilePath="/Game/DefaultGameMap")
+MapsToCook=(FilePath="/Game/UI/OnlineMultiplayer/LobbyMap")

3 changes: 3 additions & 0 deletions Config/DefaultGameUserSettings.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
[/Script/Engine.GameUserSettings]
ResolutionSizeX=1280
ResolutionSizeY=720
66 changes: 34 additions & 32 deletions Config/DefaultInput.ini
Original file line number Diff line number Diff line change
@@ -1,11 +1,29 @@

[/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="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="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_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))
Expand Down Expand Up @@ -52,30 +70,6 @@
+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="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusGo_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))
bAltEnterTogglesFullscreen=True
bF11TogglesFullscreen=True
bUseMouseForTouch=False
Expand All @@ -92,9 +86,14 @@ FOVScale=0.011110
DoubleClickTime=0.200000
+ActionMappings=(ActionName="FireLaser",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
+ActionMappings=(ActionName="FireLaser",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
+ActionMappings=(ActionName="FireLaser",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
+ActionMappings=(ActionName="FireLaser",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left)
+ActionMappings=(ActionName="Escape Menu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
+ActionMappings=(ActionName="Escape Menu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=M)
+ActionMappings=(ActionName="RegisterPlayer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Enter)
+ActionMappings=(ActionName="RegisterPlayer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
+ActionMappings=(ActionName="UnregisterPlayer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=BackSpace)
+ActionMappings=(ActionName="UnregisterPlayer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
+ActionMappings=(ActionName="Escape Menu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Right)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
Expand All @@ -107,8 +106,11 @@ DoubleClickTime=0.200000
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Gamepad_DPad_Down)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_DPad_Right)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=Gamepad_DPad_Left)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftStick_Up)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=Gamepad_LeftStick_Down)
+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=Gamepad_LeftStick_Left)
+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftStick_Right)
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde


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