Base files added

May have an idea of what caused problem
This commit is contained in:
2025-11-21 23:38:16 -05:00
parent ff9fcf7aa7
commit c91d73ed33
13 changed files with 132 additions and 1 deletions

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@@ -7,7 +7,10 @@
{ {
"Name": "OpenConflict", "Name": "OpenConflict",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default" "LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
} }
], ],
"Plugins": [ "Plugins": [

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@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DDIGamemodeBase.h"

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@@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "DDIGamemodeBase.generated.h"
/**
*
*/
UCLASS()
class OPENCONFLICT_API ADDIGamemodeBase : public AGameModeBase
{
GENERATED_BODY()
};

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@@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DDICharacter.h"
// Sets default values
ADDICharacter::ADDICharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ADDICharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ADDICharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ADDICharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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@@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "DDICharacter.generated.h"
UCLASS()
class OPENCONFLICT_API ADDICharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ADDICharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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@@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DDIPlayerController.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/LocalPlayer.h"
#include "InputMappingContext.h"
void ADDIPlayerController::BeginPlay()
{
Super::BeginPlay();
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
for (UInputMappingContext* CurrentContext : MappingContexts)
{
Subsystem->AddMappingContext(CurrentContext, 0);
}
}
}

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@@ -0,0 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "DDIPlayerController.generated.h"
/**
*
*/
UCLASS()
class OPENCONFLICT_API ADDIPlayerController : public APlayerController
{
GENERATED_BODY()
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
TArray<class UInputMappingContext*> MappingContexts;
};