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# Auto detect text files and perform LF normalization | ||
* text=auto | ||
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# Custom for Visual Studio | ||
*.cs diff=csharp | ||
*.sln merge=union | ||
*.csproj merge=union | ||
*.vbproj merge=union | ||
*.fsproj merge=union | ||
*.dbproj merge=union | ||
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# Standard to msysgit | ||
*.doc diff=astextplain | ||
*.DOC diff=astextplain | ||
*.docx diff=astextplain | ||
*.DOCX diff=astextplain | ||
*.dot diff=astextplain | ||
*.DOT diff=astextplain | ||
*.pdf diff=astextplain | ||
*.PDF diff=astextplain | ||
*.rtf diff=astextplain | ||
*.RTF diff=astextplain |
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[UnrealEd.SimpleMap] | ||
SimpleMapName=/Game/Maps/Example_Map | ||
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[URL] | ||
GameName=TP_BPFirstPersonRift | ||
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[/Script/Engine.CollisionProfile] | ||
+Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles",bCanModify=True) | ||
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False) | ||
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[/Script/Engine.Engine] | ||
+ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/TP_BPFirstPersonRift") | ||
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/TP_BPFirstPersonRift") | ||
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[/Script/EngineSettings.GameMapsSettings] | ||
EditorStartupMap=/Game/Maps/Example_Map | ||
TransitionMap= | ||
bUseSplitscreen=True | ||
TwoPlayerSplitscreenLayout=Horizontal | ||
ThreePlayerSplitscreenLayout=FavorTop | ||
GameDefaultMap=/Game/Maps/Example_Map | ||
GlobalDefaultGameMode=/Game/Blueprints/VRGameMode.VRGameMode_C | ||
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[/Script/EngineSettings.GeneralProjectSettings] | ||
ProjectID=415667FF47153EAC472BCD8F02CF9C5B | ||
ProjectName=Rift Focused Basic Template With Commonly Used Optimisations |
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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="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)) | ||
bUseMouseForTouch=False | ||
+ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Jump",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Fire",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Fire",Key=Gamepad_RightTrigger,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Sprint",Key=LeftShift,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Sprint",Key=Gamepad_LeftStick_Down,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Interact",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="Interact",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="OpenMenu",Key=Enter,bShift=False,bCtrl=False,bAlt=False) | ||
+ActionMappings=(ActionName="OpenMenu",Key=Gamepad_Special_Right,bShift=False,bCtrl=False,bAlt=False) | ||
+AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000) | ||
+AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000) | ||
+AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000) | ||
+AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000) | ||
+AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000) | ||
+AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000) | ||
+AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000) | ||
+AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000) | ||
+AxisMappings=(AxisName="TurnRate",Key=Gamepad_RightX,Scale=1.000000) | ||
+AxisMappings=(AxisName="TurnRate",Key=Left,Scale=-1.000000) | ||
+AxisMappings=(AxisName="TurnRate",Key=Right,Scale=1.000000) | ||
+AxisMappings=(AxisName="Turn",Key=MouseX,Scale=1.000000) | ||
+AxisMappings=(AxisName="LookUpRate",Key=Gamepad_RightY,Scale=1.000000) | ||
+AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000) | ||
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[/Script/GameProjectGeneration.TemplateProjectDefs] | ||
LocalizedDisplayNames=(Language="en",Text="Rift First Person") | ||
LocalizedDescriptions=(Language="en",Text="A project that has raycast interaction and highlighting, HMD head mapped character head offsets and Screen Percentage and HMD Warp Optimisations for DK1") | ||
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LocalizedDisplayNames=(Language="ko",Text="코드 일인칭") | ||
LocalizedDescriptions=(Language="ko",Text="일인칭 시점의 카메라와 이동 가능한 플레이어 캐릭터에 프로젝타일 웨폰 예제가 포함된 프로젝트입니다.") | ||
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FoldersToIgnore=Binaries | ||
FoldersToIgnore=Build | ||
FoldersToIgnore=Intermediate | ||
FoldersToIgnore=Saved | ||
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FilesToIgnore="%TEMPLATENAME%.uproject" | ||
FilesToIgnore="%TEMPLATENAME%.png" | ||
FilesToIgnore="Config/TemplateDefs.ini" | ||
FilesToIgnore="%TEMPLATENAME%.opensdf" | ||
FilesToIgnore="%TEMPLATENAME%.sdf" | ||
FilesToIgnore="%TEMPLATENAME%.v11.suo" | ||
FilesToIgnore="%TEMPLATENAME%.v12.suo" | ||
FilesToIgnore="%TEMPLATENAME%.sln" | ||
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FolderRenames=(From="Source/%TEMPLATENAME%",To="Source/%PROJECTNAME%") | ||
FolderRenames=(From="Source/%TEMPLATENAME%Editor",To="Source/%PROJECTNAME%Editor") | ||
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FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_UPPERCASE%",To="%PROJECTNAME_UPPERCASE%",bCaseSensitive=true) | ||
FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_LOWERCASE%",To="%PROJECTNAME_LOWERCASE%",bCaseSensitive=true) | ||
FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME%",To="%PROJECTNAME%",bCaseSensitive=false) | ||
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ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_UPPERCASE%",To="%PROJECTNAME_UPPERCASE%",bCaseSensitive=true) | ||
ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_LOWERCASE%",To="%PROJECTNAME_LOWERCASE%",bCaseSensitive=true) | ||
ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME%",To="%PROJECTNAME%",bCaseSensitive=false) |
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The MIT License (MIT) | ||
|
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Copyright (c) 2014 Mitchell McCaffrey | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
|
||
The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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UE4 First Person VR Template | ||
============================ | ||
This is a template taking the base UE4 First Person template and making a from the ground up VR focused template with comfort and usability optimisations | ||
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Current version **0.3** | ||
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Features | ||
-------- | ||
*In Game changing of Important settings to the Rift, Screen Percentage and Distortion Scale | ||
*Look based interaction for blueprints(currently Highlighting, toggling visibility and time based interactions). | ||
*Head Rotation Blend Spaces controlled by the HMD rotation | ||
*Semi-modular character so you can't see the inside of the head in game | ||
*Shooter and exploration based player characters(head bob and no head bob) | ||
*Auto Screen Percentage calibration(Off by default) | ||
*Rift optimised global post processing | ||
*Character rotation based from head look | ||
*VR Comfort Mode (for more info visit [CloudHeadGames](http://www.thegallerygame.com/news.htm)) | ||
*Decoupled View, as well as 'Tank Style' looking when not moving | ||
*A context menu for changing locomotion, HMD settings and scalability settings | ||
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Installation | ||
------------ | ||
1. Download the Template | ||
1. Unzip the package into your templates directory, generally in 'C:\Program Files\Unreal Engine[Version]\Templates' | ||
1. Open UE4 and create a new project you should see a new option 'Rift First Person' choose that |
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{ | ||
"news": | ||
[ | ||
{ | ||
"id": "29ad1b2d5fca4a4eae40a2c23413cfb6", | ||
"title": "New Release: Blackjack", | ||
"excerpt": "Now available in the Marketplace! Dig in to this simple mobile game made entirely in Blueprints.", | ||
"fulltext": "Now available for free in the Marketplace! Blueprints can be used to make just about any type of game. But there is nothing like a good ol’ game of cards. Black Jack anyone?", | ||
"icon": "blackjack_sm.png", | ||
"issued": "2014.06.18-12.00.00", | ||
"url": "ue4://market/BlackJack_4.2" | ||
}, | ||
{ | ||
"id": "a500039b61174f3fa6d758366c922b42", | ||
"title": "Tutorial: Blueprint Character Movement", | ||
"excerpt": "Tutorial on creating character movements with Blueprints", | ||
"fulltext": "This tutorial describes a number of features in UE4 that make it easier to create character movement.", | ||
"icon": "blueprint_icon_b.png", | ||
"issued": "2014.06.16-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/new-blueprint-character-movement-features" | ||
}, | ||
{ | ||
"id": "448aafa543fd4060bfd0fdb62d6f087f", | ||
"title": "Blog: Transitioning from UE3 to UE4", | ||
"excerpt": "An end users experience with transitioning to UE4", | ||
"fulltext": "Matt Stafford from Pub Games describes his experience with transitioning game development from UE3 to UE4.", | ||
"icon": "ue4transition_sm.png", | ||
"issued": "2014.06.05-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/transitioning-from-ue3-to-ue4" | ||
}, | ||
{ | ||
"id": "1e08e8172ee945418633d27a2f96905c", | ||
"title": "Unreal Engine 4.2 Release", | ||
"excerpt": "The latest version of Unreal Engine has been released today.", | ||
"fulltext": "This update includes many cool new features, such as vehicles, camera animation system, new Blueprint features, as well as example content and lots of bug fixes!", | ||
"icon": "ue4release_sm.png", | ||
"issued": "2014.06.04-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/unreal-engine-42-release" | ||
}, | ||
{ | ||
"id": "7ca5fe1827814377b74111a463784937", | ||
"title": "Blog: Damage in UE4", | ||
"excerpt": "Introduction to damage concepts in Unreal Engine", | ||
"fulltext": "This is a quick primer on the damage functionality that is included with UE4's game framework in C++ and Blueprints", | ||
"icon": "damageue4_icon_sm.png", | ||
"issued": "2014.05.21-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/damage-in-ue4" | ||
}, | ||
{ | ||
"id": "de7573ce22674b9980c4f92ed46fb4bd", | ||
"title": "New Release: Stylized Rendering", | ||
"excerpt": "This sample showcases the rendering flexibly of Unreal Engine 4.", | ||
"fulltext": "This sample showcases the rendering flexibly of Unreal Engine 4.", | ||
"icon": "stylized_40x40.png", | ||
"issued": "2014.05.15-12.00.00", | ||
"url": "ue4://market/Stylized_4.1" | ||
}, | ||
{ | ||
"id": "f3fe1926b8a941a6ae805fac0bf7c2e7", | ||
"title": "Unreal Engine 4.2 Preview", | ||
"excerpt": "Vehicle support and more coming in 4.2", | ||
"fulltext": "Get an in-depth look at the awesome vehicle support coming in 4.2, plus details on the camera animation system, user-defined structures for Blueprints and more!", | ||
"icon": "vehicle_40x40.png", | ||
"issued": "2014.05.15-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/unreal-engine-42-update-preview" | ||
}, | ||
{ | ||
"id": "9618f3c6b0774e93a221f79cbf8de652", | ||
"title": "New Release: Sci-Fi Hallway", | ||
"excerpt": "Download the Sci-Fi Hallway for free, available now on Marketplace.", | ||
"fulltext": "Download the Sci-Fi Hallway for free, available now on Marketplace.", | ||
"icon": "scifi_icon_sm.png", | ||
"issued": "2014.05.09-12.00.00", | ||
"url": "ue4://market/SciFiHallway" | ||
}, | ||
{ | ||
"id": "34250312258f4616a2417fc75ec37f3a", | ||
"title": "The Future of Unreal Tournament", | ||
"excerpt": "A new Unreal Tournament project between Epic, UE4 developers and the community starts now.", | ||
"fulltext": "A new Unreal Tournament project between Epic, UE4 developers and the community starts now.", | ||
"icon": "ut_icon_sm.png", | ||
"issued": "2014.05.08-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/the-future-of-unreal-tournament-begins-today" | ||
}, | ||
{ | ||
"id": "fe1f5e9e30214f94828f3cd1f12d0926", | ||
"title": "Vote for Features on the UE4 Roadmap", | ||
"excerpt": "View the UE4 roadmap and vote for features you want now.", | ||
"fulltext": "View the UE4 roadmap and vote for features you want now.", | ||
"icon": "roadmap_icon_sm.png", | ||
"issued": "2014.05.07-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/sharing-the-unreal-engine-4-roadmap" | ||
}, | ||
{ | ||
"id": "cb6333b8d6f849579e751f4e4174d665", | ||
"title": "New! Managing Complexity In Blueprints", | ||
"excerpt": "Harness the power of Blueprint with these organizational tips. ", | ||
"fulltext": "Harness the power of Blueprint with these organizational tips. ", | ||
"icon": "blueprint_icon_b.png", | ||
"issued": "2014.05.05-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/managing-complexity-in-blueprints" | ||
}, | ||
{ | ||
"id": "26a28b1e89204dec8019e91e96f8b701", | ||
"title": "Physically Based Shading ", | ||
"excerpt": "Check out this must-read post on PBR by Jordan Walker.", | ||
"fulltext": "Check out this must-read post on PBR by Jordan Walker.", | ||
"icon": "pbr_icon_sm.png", | ||
"issued": "2014.05.01-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/physically-based-shading-in-ue4" | ||
}, | ||
{ | ||
"id": "07ab13e70f7e4c468fe4a2628216720d", | ||
"title": "The Subtle Magic of InterpTo ()", | ||
"excerpt": "Whether you're working in C++ or Blueprint, you'll want this valuable function in your toolbox.", | ||
"fulltext": "Whether you're working in C++ or Blueprint, you'll want this valuable function in your toolbox.", | ||
"icon": "interpto_icon_sm.png", | ||
"issued": "2014.04.25-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/the-subtle-magic-of-interpto" | ||
}, | ||
{ | ||
"id": "412888eb6bb64c3ea2bc7cc028febb3a", | ||
"title": "New! Cascade VFX Tutorial Series", | ||
"excerpt": "Dig into this VFX tutorial series by Tim Elek. ", | ||
"fulltext": "Dig into this VFX tutorial series by Tim Elek. ", | ||
"icon": "particles_icon_sm.png", | ||
"issued": "2014.04.09-12.00.00", | ||
"url": "https://wiki.unrealengine.com/Visual_Effects:_Lesson_01:_Material_Particle_Color" | ||
}, | ||
{ | ||
"id": "9a48655ec30b4b73a055d3166e1d8b6f", | ||
"title": "Collision Filtering", | ||
"excerpt": "Discover the basics of UE4's powerful collision system. ", | ||
"fulltext": "Discover the basics of UE4's powerful collision system. ", | ||
"icon": "collision_icon_sm.png", | ||
"issued": "2014.04.17-12.00.00", | ||
"url": "https://www.unrealengine.com/blog/collision-filtering" | ||
}, | ||
{ | ||
"id": "fc63fba096cb487c834e777f80787d2e", | ||
"title": "Elemental Demo - Free Download", | ||
"excerpt": "New in Marketplace! The Elemental demonstration is included free download with the 4.1 update.", | ||
"fulltext": "New in Marketplace! The Elemental demonstration is included free download with the 4.1 update.", | ||
"icon": "elemental_icon.png", | ||
"issued": "2014.04.24-12.00.00", | ||
"url": "ue4://market/Elemental" | ||
}, | ||
{ | ||
"id": "751ef56b788b445bb22f257168a7fe99", | ||
"title": "New! Blueprint Tutorials", | ||
"excerpt": "Learn the ins and outs of Blueprint visual scripting.", | ||
"fulltext": "Learn the ins and outs of Blueprint visual scripting.", | ||
"icon": "blueprint_icon_b.png", | ||
"issued": "2014.04.21-09.00.00", | ||
"url": "http://www.unrealengine.com/blog?category=Blueprints" | ||
} | ||
] | ||
} |
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