the player state
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@ -46,6 +46,7 @@ r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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r.Shadow.Virtual.Enable=1
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.CustomDepth=3
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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BIN
Content/Blueprints/Character/BP_EnemyBase.uasset
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BIN
Content/Blueprints/Character/BP_EnemyBase.uasset
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BIN
Content/Blueprints/Player/BP_AuraPlayerState.uasset
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Content/Blueprints/Player/BP_AuraPlayerState.uasset
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@ -4,3 +4,4 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#define CUSTOM_DEPTH_RED 250
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@ -3,12 +3,23 @@
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#include "Character/AuraEnemy.h"
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#include "Character/AuraEnemy.h"
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#include "Aura/Aura.h"
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AAuraEnemy::AAuraEnemy()
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{
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GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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}
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void AAuraEnemy::HighlightActor()
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void AAuraEnemy::HighlightActor()
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{
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{
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bHighlighted = true;
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GetMesh()->SetRenderCustomDepth(true);
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GetMesh()->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
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Weapon->SetRenderCustomDepth(true);
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Weapon->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
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}
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}
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void AAuraEnemy::UnHighlightActor()
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void AAuraEnemy::UnHighlightActor()
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{
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{
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bHighlighted = false;
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GetMesh()->SetRenderCustomDepth(false);
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Weapon->SetRenderCustomDepth(false);
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}
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}
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9
Source/Aura/Private/Player/AuraPlayerState.cpp
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9
Source/Aura/Private/Player/AuraPlayerState.cpp
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@ -0,0 +1,9 @@
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// Copyright; GhostPacket Games
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#include "Player/AuraPlayerState.h"
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AAuraPlayerState::AAuraPlayerState()
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{
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NetUpdateFrequency = 100.f;
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}
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@ -16,9 +16,7 @@ class AURA_API AAuraEnemy : public AAuraCharacterBase, public IEnemyInterface
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AAuraEnemy ();
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virtual void HighlightActor() override;
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virtual void HighlightActor() override;
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virtual void UnHighlightActor() override;
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virtual void UnHighlightActor() override;
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UPROPERTY (BlueprintReadOnly)
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bool bHighlighted = false;
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};
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};
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19
Source/Aura/Public/Player/AuraPlayerState.h
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19
Source/Aura/Public/Player/AuraPlayerState.h
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@ -0,0 +1,19 @@
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerState.h"
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#include "AuraPlayerState.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraPlayerState : public APlayerState
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{
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GENERATED_BODY()
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public:
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AAuraPlayerState();
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};
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