Tweaks to cloud material and fix some UI stuff

This commit is contained in:
2026-07-24 00:22:06 +02:00
parent 52a26d8f0d
commit 323521d36b
14 changed files with 33 additions and 91 deletions

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@@ -5,7 +5,7 @@ GameName=ProjectEleri
DefaultCompletionMode=KeepState
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/Startmap.Startmap
EditorStartupMap=/Game/Maps/Persistent_GameWorld.Persistent_GameWorld
GameDefaultMap=/Game/Maps/Persistent_GameWorld.Persistent_GameWorld
TransitionMap=
bUseSplitscreen=True
@@ -185,12 +185,14 @@ r.TemporalAASamples=2
r.TemporalAA.Algorithm=0
r.TemporalAA.Upscaling=1
r.ScreenPercentage.Default.Desktop.Mode=1
r.HeterogeneousVolumes=False
r.HeterogeneousVolumes=True
r.SupportExpFogMatchesVolumetricFog=False
r.SSGI.Quality=4
r.VolumetricRenderTarget.Mode=1
r.VolumetricCloud.ViewRaySampleMaxCount=64
r.HeterogeneousVolumes.Shadows=False
r.Translucency.HeterogeneousVolumes=False
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
TargetArchitecture=X86_64UnknownLinuxGnu

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@@ -1012,7 +1012,7 @@ UUserWidget *AEleriPlayerController::OpenInventory(bool JustSelecting, bool Shop
UInventoryComponent *MainInv = PlayerInventory;
UInventoryComponent *OtherInv = IsValid(Inventory) ? Inventory : nullptr;
MainGameUI->OpenWidget(MainGameUI->GetInventoryWidget());
MainGameUI->GetInventoryWidget()->ToggleWidget(true);
//MainGameUI->GetInventoryWidget()->ToggleWidget(true);
MainGameUI->GetInventoryWidget()->Setup(MainInv, OtherInv, Shop, JustSelecting, RestrictTabs, bSelectMultiple, bShowDescription, bShowPropertyMap);
return MainGameUI->GetInventoryWidget();
@@ -1126,25 +1126,10 @@ void AEleriPlayerController::CloseMainMenu()
UEleriBaseWidget *AEleriPlayerController::ToggleAlchemyMenu(bool bOpen)
{
if (bOpen && MainGameUI->IsAlchemyOpen())
return MainGameUI->GetAlchemyWidget();
if (!bOpen && !MainGameUI->IsAlchemyOpen())
return MainGameUI->GetAlchemyWidget();
if (MainGameUI->AnyWidgetOpen())
return nullptr;
MainGameUI->GetAlchemyWidget()->ToggleWidget(bOpen);
if (bOpen)
{
AddToMenuStack(MainGameUI->GetAlchemyWidget());
SetInputMode(FInputModeGameAndUI());
}
else
{
CloseGenericMenu(MainGameUI->GetAlchemyWidget());
}
SetShowMouseCursor(bOpen);
MainGameUI->ToggleAlchemyWidget(bOpen);
MainGameUI->OpenWidget(MainGameUI->GetAlchemyWidget());
return MainGameUI->GetAlchemyWidget();
}

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@@ -8,6 +8,7 @@
#include "UI/InventoryWidget.h"
#include "UI/MainMenuWidget.h"
#include "UI/TradeWidget.h"
#include "UI/AlchemyWidget.h"
void UMainGameWidget::TogglePlaceableUI(bool bEnabled)
@@ -56,6 +57,10 @@ void UMainGameWidget::ToggleBookWidget(bool bActive)
void UMainGameWidget::ToggleAlchemyWidget(bool bActive)
{
AlchemyOpen = bActive;
if (bActive)
WidgetStack.AddUnique(GetAlchemyWidget());
CheckOpenWidgets();
}
void UMainGameWidget::ToggleBigNotificationWidget(bool bActive)

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@@ -33,7 +33,7 @@ public class ProjectEleri : ModuleRules
"InteractionSystem"
});
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils", "UMGEditor" });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -85,10 +85,5 @@ public:
// MATH
UFUNCTION(BlueprintPure, Category = "Eleri|Math")
static float NegateFloat(const float& Value) { return Value * -1.f; }
#if WITH_EDITOR
// Editor shit
UFUNCTION(BlueprintCallable, Category = "Eleri|Audit")
static void LogAssetsUsingCommonUI();
#endif
};

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@@ -208,49 +208,3 @@ void UMainBlueprintFunctionLibrary::ModifyExp(const UObject* WorldContext, const
StatForgeComponent->ApplyGameplayStatEffect(ExpIncreaseEffect, DataValueMap);
}
#if WITH_EDITOR
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "WidgetBlueprint.h"
void UMainBlueprintFunctionLibrary::LogAssetsUsingCommonUI()
{
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
TArray<FAssetData> WidgetBlueprintAssets;
AssetRegistry.GetAssetsByClass(UWidgetBlueprint::StaticClass()->GetClassPathName(), WidgetBlueprintAssets, /*bSearchSubClasses*/ true);
TArray<FString> MatchedPaths;
for (const FAssetData& AssetData : WidgetBlueprintAssets)
{
UWidgetBlueprint* WidgetBP = Cast<UWidgetBlueprint>(AssetData.GetAsset());
if (!WidgetBP || !WidgetBP->GeneratedClass)
{
continue;
}
bool bUsesCommonUI = false;
for (const UClass* Test = WidgetBP->GeneratedClass; Test; Test = Test->GetSuperClass())
{
if (Test->GetName().Contains(TEXT("Common")))
{
bUsesCommonUI = true;
break;
}
}
if (bUsesCommonUI)
{
MatchedPaths.Add(AssetData.GetObjectPathString());
}
}
UE_LOG(LogTemp, Log, TEXT("Found %d widget asset(s) referencing a CommonUI class in their inheritance chain:"), MatchedPaths.Num());
for (const FString& Path : MatchedPaths)
{
UE_LOG(LogTemp, Log, TEXT(" %s"), *Path);
}
}
#endif