Tweaks to cloud material and fix some UI stuff
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File diff suppressed because one or more lines are too long
@@ -5,7 +5,7 @@ GameName=ProjectEleri
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DefaultCompletionMode=KeepState
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Maps/Startmap.Startmap
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EditorStartupMap=/Game/Maps/Persistent_GameWorld.Persistent_GameWorld
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GameDefaultMap=/Game/Maps/Persistent_GameWorld.Persistent_GameWorld
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TransitionMap=
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bUseSplitscreen=True
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@@ -185,12 +185,14 @@ r.TemporalAASamples=2
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r.TemporalAA.Algorithm=0
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r.TemporalAA.Upscaling=1
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r.ScreenPercentage.Default.Desktop.Mode=1
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r.HeterogeneousVolumes=False
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r.HeterogeneousVolumes=True
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r.SupportExpFogMatchesVolumetricFog=False
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r.SSGI.Quality=4
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r.VolumetricRenderTarget.Mode=1
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r.VolumetricCloud.ViewRaySampleMaxCount=64
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r.HeterogeneousVolumes.Shadows=False
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r.Translucency.HeterogeneousVolumes=False
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
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TargetArchitecture=X86_64UnknownLinuxGnu
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@@ -1012,7 +1012,7 @@ UUserWidget *AEleriPlayerController::OpenInventory(bool JustSelecting, bool Shop
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UInventoryComponent *MainInv = PlayerInventory;
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UInventoryComponent *OtherInv = IsValid(Inventory) ? Inventory : nullptr;
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MainGameUI->OpenWidget(MainGameUI->GetInventoryWidget());
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MainGameUI->GetInventoryWidget()->ToggleWidget(true);
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//MainGameUI->GetInventoryWidget()->ToggleWidget(true);
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MainGameUI->GetInventoryWidget()->Setup(MainInv, OtherInv, Shop, JustSelecting, RestrictTabs, bSelectMultiple, bShowDescription, bShowPropertyMap);
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return MainGameUI->GetInventoryWidget();
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@@ -1126,25 +1126,10 @@ void AEleriPlayerController::CloseMainMenu()
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UEleriBaseWidget *AEleriPlayerController::ToggleAlchemyMenu(bool bOpen)
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{
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if (bOpen && MainGameUI->IsAlchemyOpen())
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return MainGameUI->GetAlchemyWidget();
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if (!bOpen && !MainGameUI->IsAlchemyOpen())
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return MainGameUI->GetAlchemyWidget();
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if (MainGameUI->AnyWidgetOpen())
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return nullptr;
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MainGameUI->GetAlchemyWidget()->ToggleWidget(bOpen);
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if (bOpen)
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{
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AddToMenuStack(MainGameUI->GetAlchemyWidget());
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SetInputMode(FInputModeGameAndUI());
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}
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else
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{
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CloseGenericMenu(MainGameUI->GetAlchemyWidget());
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}
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SetShowMouseCursor(bOpen);
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MainGameUI->ToggleAlchemyWidget(bOpen);
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MainGameUI->OpenWidget(MainGameUI->GetAlchemyWidget());
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return MainGameUI->GetAlchemyWidget();
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}
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@@ -8,6 +8,7 @@
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#include "UI/InventoryWidget.h"
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#include "UI/MainMenuWidget.h"
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#include "UI/TradeWidget.h"
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#include "UI/AlchemyWidget.h"
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void UMainGameWidget::TogglePlaceableUI(bool bEnabled)
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@@ -56,6 +57,10 @@ void UMainGameWidget::ToggleBookWidget(bool bActive)
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void UMainGameWidget::ToggleAlchemyWidget(bool bActive)
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{
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AlchemyOpen = bActive;
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if (bActive)
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WidgetStack.AddUnique(GetAlchemyWidget());
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CheckOpenWidgets();
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}
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void UMainGameWidget::ToggleBigNotificationWidget(bool bActive)
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@@ -33,7 +33,7 @@ public class ProjectEleri : ModuleRules
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"InteractionSystem"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils", "UMGEditor" });
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PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils" });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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@@ -85,10 +85,5 @@ public:
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// MATH
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UFUNCTION(BlueprintPure, Category = "Eleri|Math")
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static float NegateFloat(const float& Value) { return Value * -1.f; }
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#if WITH_EDITOR
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// Editor shit
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UFUNCTION(BlueprintCallable, Category = "Eleri|Audit")
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static void LogAssetsUsingCommonUI();
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#endif
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};
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@@ -208,49 +208,3 @@ void UMainBlueprintFunctionLibrary::ModifyExp(const UObject* WorldContext, const
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StatForgeComponent->ApplyGameplayStatEffect(ExpIncreaseEffect, DataValueMap);
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}
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#if WITH_EDITOR
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "WidgetBlueprint.h"
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void UMainBlueprintFunctionLibrary::LogAssetsUsingCommonUI()
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{
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IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
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TArray<FAssetData> WidgetBlueprintAssets;
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AssetRegistry.GetAssetsByClass(UWidgetBlueprint::StaticClass()->GetClassPathName(), WidgetBlueprintAssets, /*bSearchSubClasses*/ true);
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TArray<FString> MatchedPaths;
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for (const FAssetData& AssetData : WidgetBlueprintAssets)
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{
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UWidgetBlueprint* WidgetBP = Cast<UWidgetBlueprint>(AssetData.GetAsset());
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if (!WidgetBP || !WidgetBP->GeneratedClass)
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{
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continue;
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}
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bool bUsesCommonUI = false;
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for (const UClass* Test = WidgetBP->GeneratedClass; Test; Test = Test->GetSuperClass())
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{
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if (Test->GetName().Contains(TEXT("Common")))
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{
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bUsesCommonUI = true;
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break;
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}
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}
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if (bUsesCommonUI)
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{
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MatchedPaths.Add(AssetData.GetObjectPathString());
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}
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}
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UE_LOG(LogTemp, Log, TEXT("Found %d widget asset(s) referencing a CommonUI class in their inheritance chain:"), MatchedPaths.Num());
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for (const FString& Path : MatchedPaths)
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{
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UE_LOG(LogTemp, Log, TEXT(" %s"), *Path);
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}
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}
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#endif
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