From b42a4b5dc8d44b0a1db04f23a27c6c0115d79611 Mon Sep 17 00:00:00 2001 From: "adnan.mujkic" Date: Thu, 29 Oct 2026 23:17:55 +0100 Subject: [PATCH] Create new volumetric fog material and disable old one, create new wetness material and tie to settings, fixes for audio, rework weather data asset, optimize lamps --- Config/DefaultEngine.ini | 5 +- Config/DefaultGame.ini | 6 +- Content/Blueprints/BP_PhysicsLamp.uasset | 4 +- .../BP_RainOcclusionMaskCaptureActor.uasset | 3 + .../BP_SettingShadingQuality.uasset | 4 +- .../BP_SettingVolumetrics.uasset | 4 +- .../GameData/Weather/DA_WeatherClear.uasset | 4 +- .../GameData/Weather/DA_WeatherRain.uasset | 4 +- Content/Maps/Island1.umap | 4 +- Content/Maps/Persistent_GameWorld.umap | 4 +- Content/Materials/Functions/MF_Wetness.uasset | 4 +- Content/Materials/M_MasterMat.uasset | 4 +- .../MP_MaterialOptions.uasset | 4 +- .../Props/Chest/MI_RewardChest_Metal.uasset | 4 +- .../Chest/MI_RewardChest_MetalAlt.uasset | 4 +- 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.../Sounds/Water/WaterflowAttenuation.uasset | 4 +- .../Sounds/Water/eleri_cave_ambient.uasset | 3 + .../RainOcclusion/RT_RainOcclusion_A.uasset | 3 + .../RainOcclusion/RT_RainOcclusion_B.uasset | 3 + .../RainOcclusion/RT_RainOcclusion_C.uasset | 3 + .../Textures/VFX/Clouds/T_WhiteNoise256.png | 3 + .../VFX/Clouds/T_WhiteNoise256.uasset | 3 + .../Blueprints/BP_ThirdPersonCharacter.uasset | 4 +- Content/VFX/NI_Water_Dripping.uasset | 3 + .../0/0N/H8VHQS8J5ZZ999R3UAANF3.uasset | 4 +- .../0/AA/97YMBR52ZAGXBDEGE07LVZ.uasset | 4 +- .../0/AM/X0BWYCOGMPE72TX4BCPW7Y.uasset | 4 +- .../0/C3/PYTBN6S5MT5MM5W3FAEJS1.uasset | 3 + .../0/CP/O3DTYYD3GKH0JT30P4MUAW.uasset | 4 +- .../0/NI/BBV3A0BSY8SE1Y0HER2S3B.uasset | 4 +- .../0/PZ/A5VMIA0WUJSVVFI9XB7XIV.uasset | 4 +- .../0/S4/8VTMSO86ASM2G4245Y3ONI.uasset | 4 +- .../0/S9/GI1IG0EPK16PS4L5J55KH4.uasset | 4 +- .../0/WE/Q9LA8A77QXRWR17ZN0PCZQ.uasset | 4 +- .../0/WH/9XL2MEP697P3TQN92S5S1Y.uasset | 4 +- .../1/1Q/93M86DWW0CYHG07SOWCTOS.uasset | 4 +- 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+ .../Eleri Sound Files/frog_sample_eleri.wav | 3 + .../Eleri Sound Files/nature_sample_eleri.wav | 3 + .../Data/WeatherPresetDataAsset.h | 20 +- .../GameObjects/RainOcclusionActor.cpp | 198 ++++++++++++++++++ .../GameObjects/RainOcclusionActor.h | 80 +++++++ .../Private/EleriPlayerController.cpp | 36 ++-- .../ProjectEleri/Private/TimeOfDayManager.cpp | 182 ++++++---------- .../Public/EleriPlayerController.h | 1 + Source/ProjectEleri/Public/TimeOfDayManager.h | 4 - .../System/MainBlueprintFunctionLibrary.h | 3 + .../System/MainlBlueprintFunctionLibrary.cpp | 10 + 236 files changed, 869 insertions(+), 541 deletions(-) create mode 100644 Content/Blueprints/BP_RainOcclusionMaskCaptureActor.uasset create mode 100644 Content/Materials/RenderTexture/MI_RainOcclusionDepthFilter_Inst.uasset create mode 100644 Content/Materials/RenderTexture/M_RainOcclusionDepthFilter.uasset create mode 100644 Content/Materials/VFX/Clouds/M_TestCloudsNew.uasset create mode 100644 Content/Materials/VFX/Clouds/M_TestCloudsNew_Inst.uasset create mode 100644 Content/Sounds/Water/eleri_cave_ambient.uasset create mode 100644 Content/Textures/RainOcclusion/RT_RainOcclusion_A.uasset create mode 100644 Content/Textures/RainOcclusion/RT_RainOcclusion_B.uasset create mode 100644 Content/Textures/RainOcclusion/RT_RainOcclusion_C.uasset create mode 100644 Content/Textures/VFX/Clouds/T_WhiteNoise256.png create mode 100644 Content/Textures/VFX/Clouds/T_WhiteNoise256.uasset create mode 100644 Content/VFX/NI_Water_Dripping.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/0/C3/PYTBN6S5MT5MM5W3FAEJS1.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/1/I1/1AZ49IL5XP0S5LH5Q2W4W2.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/2/8W/11CK2IMJPLQ78EY7DYX0QJ.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/3/8U/YXNORWSSYWLG9QFRRFJ4B3.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/3/L3/KFZTTXH4T8Q058PGI3M1RD.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/4/S2/8Q26RKUXJSH52O3AAYJLZI.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/5/YI/L6FRD6EK58ED48X8DH6WBA.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/8/C2/FKOBRO47F7FU8UI5FADCG6.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/B/1R/671LNBBYR5S74PRRGIII0K.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/D/PO/4BZKZ6UQ53FLAQ2UPZE2F2.uasset create mode 100644 Content/__ExternalActors__/Maps/Persistent_GameWorld/D/UR/6K1ADQCR5M5XFSVBTFA450.uasset create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files-20261027T204249Z-1-001.zip create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/Eleri_First_LoFi.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/crow1_sample_eleri.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/crow2_sample_eleri.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_ambient_w_kicks.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_cave_ambient.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_sample_ambient.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_sample_piano_long.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_sample_piano_loop.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/eleri_side_sample.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/frog_sample_eleri.wav create mode 100644 Dev/AUDIO/MUSIC/Eleri Sound Files/nature_sample_eleri.wav create mode 100644 Source/ProjectEleri/GameObjects/RainOcclusionActor.cpp create mode 100644 Source/ProjectEleri/GameObjects/RainOcclusionActor.h diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index be4a9ee4..a57f909d 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -39,7 +39,7 @@ r.Mobile.UseLegacyShadingModel=False r.Mobile.AllowDitheredLODTransition=True r.Mobile.AllowSoftwareOcclusion=False r.VirtualTextures=True -r.DiscardUnusedQuality=True +r.DiscardUnusedQuality=False r.AllowOcclusionQueries=True r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 @@ -174,7 +174,8 @@ r.SupportExpFogMatchesVolumetricFog=False r.SSGI.Quality=4 r.VolumetricRenderTarget.Mode=1 -r.VolumetricCloud.ViewRaySampleMaxCount=64 + +r.VolumetricCloud=0 r.DistanceFieldAO=0 r.DistanceFieldShadowing=0 diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini index 108dc243..fc02faa7 100644 --- a/Config/DefaultGame.ini +++ b/Config/DefaultGame.ini @@ -6,11 +6,11 @@ ProjectName=Eleri's book of potions Build=IfProjectHasCode BuildConfiguration=PPBC_DebugGame BuildTarget= -FullRebuild=False +FullRebuild=True ForDistribution=False IncludeDebugFiles=False UsePakFile=True -bUseIoStore=False +bUseIoStore=True bUseZenStore=True bMakeBinaryConfig=False 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Files/frog_sample_eleri.wav b/Dev/AUDIO/MUSIC/Eleri Sound Files/frog_sample_eleri.wav new file mode 100644 index 00000000..3cc0215c --- /dev/null +++ b/Dev/AUDIO/MUSIC/Eleri Sound Files/frog_sample_eleri.wav @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1819970c9a63e3725f076c0586bfad39541cf479496cac6e4fae95a08c02aede +size 360616 diff --git a/Dev/AUDIO/MUSIC/Eleri Sound Files/nature_sample_eleri.wav b/Dev/AUDIO/MUSIC/Eleri Sound Files/nature_sample_eleri.wav new file mode 100644 index 00000000..4fe148b4 --- /dev/null +++ b/Dev/AUDIO/MUSIC/Eleri Sound Files/nature_sample_eleri.wav @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ed6c930df354d38a0b0c2bfe1200ca35cb4c80e972c74bf7e288f76325a249e5 +size 1303680 diff --git a/Source/ProjectEleri/Data/WeatherPresetDataAsset.h b/Source/ProjectEleri/Data/WeatherPresetDataAsset.h index 1496bfab..ed336b7b 100644 --- a/Source/ProjectEleri/Data/WeatherPresetDataAsset.h +++ b/Source/ProjectEleri/Data/WeatherPresetDataAsset.h @@ -15,35 +15,31 @@ class PROJECTELERI_API UWeatherPresetDataAsset : public UDataAsset GENERATED_BODY() public: - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "General") - UCurveFloat* IndirectGIIntensityCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "General") float CloudCoverage = 0.f; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome") - UCurveFloat* SkyDomeIntensityCurve; + FRuntimeFloatCurve SkyDomeIntensityCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome") UCurveLinearColor* SkyDomeTopBottomGradient; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome") UCurveLinearColor* SkyDomeMiddleGradient; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sunlight") - UCurveFloat* SunRotationCurve; + FRuntimeFloatCurve SunRotationCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sunlight") - UCurveFloat* SunlightCurve; + FRuntimeFloatCurve SunlightCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Moonlight") - UCurveFloat* MoonRotationCurve; - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Moonlight") - UCurveFloat* MoonlightCurve; + FRuntimeFloatCurve MoonlightCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SkyLight") - UCurveFloat* SkylightCurve; + FRuntimeFloatCurve SkylightCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SkyLight") UCurveLinearColor* SkylightColorCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fog") - UCurveFloat* FogIntensityCurve; + FRuntimeFloatCurve FogIntensityCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain") bool bIsRain = false; @@ -55,10 +51,10 @@ public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere") FLinearColor RaylightScattering; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere") - UCurveFloat* MieScatteringScale; + FRuntimeFloatCurve MieScatteringScale; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Clouds") - UCurveFloat* CloudsBrightnessCurve; + FRuntimeFloatCurve CloudsBrightnessCurve; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Clouds") float CloudDensity = 0.3f; diff --git a/Source/ProjectEleri/GameObjects/RainOcclusionActor.cpp b/Source/ProjectEleri/GameObjects/RainOcclusionActor.cpp new file mode 100644 index 00000000..1b3a6bba --- /dev/null +++ b/Source/ProjectEleri/GameObjects/RainOcclusionActor.cpp @@ -0,0 +1,198 @@ +#include "RainOcclusionActor.h" + +#include "Components/SceneCaptureComponent2D.h" +#include "EngineUtils.h" +#include "TimeOfDayManager.h" +#include "GameFramework/GameUserSettings.h" +#include "GameFramework/Pawn.h" +#include "Kismet/GameplayStatics.h" +#include "ProfilingDebugging/CpuProfilerTrace.h" +#include "ProfilingDebugging/MiscTrace.h" + +DEFINE_LOG_CATEGORY_STATIC(LogRainOcclusion, Log, All); + +static bool IsWetnessEnabled() +{ + if (const UGameUserSettings* Settings = UGameUserSettings::GetGameUserSettings()) + { + const int32 ShadingQuality = Settings->GetShadingQuality(); // 0 = Low + return ShadingQuality > 0; + } + return false; +} + +ARainOcclusionActor::ARainOcclusionActor() +{ + PrimaryActorTick.bCanEverTick = true; + PrimaryActorTick.bStartWithTickEnabled = true; +} + +void ARainOcclusionActor::BeginPlay() +{ + Super::BeginPlay(); + + // Find and cache the capture component that the Blueprint added. + TInlineComponentArray Captures(this); + for (USceneCaptureComponent2D* Candidate : Captures) + { + if (CaptureComponentName.IsNone() || Candidate->GetFName() == CaptureComponentName) + { + CaptureComponent = Candidate; + break; + } + } + + if (!CaptureComponent) + { + UE_LOG(LogRainOcclusion, Warning, TEXT("%s: no SceneCaptureComponent2D found, gathering disabled."), *GetName()); + SetActorTickEnabled(false); + return; + } + + // Without this the ShowOnly list is ignored. + CaptureComponent->PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_UseShowOnlyList; + + SetActorTickInterval(DistanceCheckInterval); + + // Initial gather. + GatherOccluders(); + + TimeOfDayManager = Cast(UGameplayStatics::GetActorOfClass(this, ATimeOfDayManager::StaticClass())); +} + +void ARainOcclusionActor::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (/*!IsWetnessEnabled() ||*/ !CaptureComponent || !TimeOfDayManager || !TimeOfDayManager->IsRaining()) + { + return; + } + + FVector PlayerLocation; + if (!GetPlayerLocation(PlayerLocation)) + { + return; + } + + // Pawn wasn't available at BeginPlay: take its first position as the reference instead of regathering. + if (!bHasGatherLocation) + { + LastGatherLocation = PlayerLocation; + bHasGatherLocation = true; + return; + } + + if (FVector::DistSquared2D(PlayerLocation, LastGatherLocation) >= FMath::Square(RegatherDistance)) + { + GatherOccluders(); + } + + CaptureRainOcclusionMap(); +} + +void ARainOcclusionActor::GatherOccluders() +{ + UWorld* World = GetWorld(); + if (!CaptureComponent || !World) + { + return; + } + + TRACE_CPUPROFILER_EVENT_SCOPE(ARainOcclusionActor::GatherOccluders); + TRACE_BOOKMARK(TEXT("RainOcclusion Gather Start")); + + // 1. Collect everything that should be in the list right now. + TSet Found; + + for (const TSubclassOf& ActorClass : IncludedClasses) + { + if (!ActorClass.Get()) + { + continue; + } + for (TActorIterator It(World, ActorClass); It; ++It) + { + Found.Add(*It); + } + } + + // One pass over the world for all tags, instead of one pass per tag. + if (IncludedTags.Num() > 0) + { + for (TActorIterator It(World); It; ++It) + { + AActor* Actor = *It; + for (const FName& Tag : IncludedTags) + { + if (Actor->ActorHasTag(Tag)) + { + Found.Add(Actor); + break; + } + } + } + } + + // 2. Remove actors we track that are no longer found (unloaded, destroyed, or no longer tagged). + int32 NumRemoved = 0; + for (auto It = TrackedActors.CreateIterator(); It; ++It) + { + AActor* Actor = It->Get(); + if (!Actor || !Found.Contains(Actor)) + { + if (Actor) + { + CaptureComponent->RemoveShowOnlyActorComponents(Actor, bIncludeFromChildActors); + } + It.RemoveCurrent(); + ++NumRemoved; + } + } + + // 3. Add actors that are new. Existing ones are skipped, so the expensive call runs once per actor. + int32 NumAdded = 0; + for (AActor* Actor : Found) + { + bool bAlreadyTracked = false; + TrackedActors.Add(TWeakObjectPtr(Actor), &bAlreadyTracked); + if (!bAlreadyTracked) + { + CaptureComponent->ShowOnlyActorComponents(Actor, bIncludeFromChildActors); + ++NumAdded; + } + } + + // 4. Remember where we gathered. + FVector PlayerLocation; + if (GetPlayerLocation(PlayerLocation)) + { + LastGatherLocation = PlayerLocation; + bHasGatherLocation = true; + } + + UE_LOG(LogRainOcclusion, Verbose, TEXT("Gather: %d found, +%d, -%d"), Found.Num(), NumAdded, NumRemoved); + TRACE_BOOKMARK(TEXT("RainOcclusion Gather End (found %d, +%d, -%d)"), Found.Num(), NumAdded, NumRemoved); +} + +void ARainOcclusionActor::RebuildOccluders() +{ + if (!CaptureComponent) + { + return; + } + + CaptureComponent->ClearShowOnlyComponents(); + TrackedActors.Reset(); + GatherOccluders(); +} + +bool ARainOcclusionActor::GetPlayerLocation(FVector& OutLocation) const +{ + if (const APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0)) + { + OutLocation = Pawn->GetActorLocation(); + return true; + } + return false; +} \ No newline at end of file diff --git a/Source/ProjectEleri/GameObjects/RainOcclusionActor.h b/Source/ProjectEleri/GameObjects/RainOcclusionActor.h new file mode 100644 index 00000000..e30e7e63 --- /dev/null +++ b/Source/ProjectEleri/GameObjects/RainOcclusionActor.h @@ -0,0 +1,80 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "RainOcclusionActor.generated.h" + +class ATimeOfDayManager; +class USceneCaptureComponent2D; + +/** + * Base class for the rain occlusion capture actor. + * Add the Scene Capture Component 2D in the Blueprint child as before; this class finds it, + * keeps its ShowOnly list up to date incrementally, and re-gathers when the player has moved far enough. + */ +UCLASS() +class PROJECTELERI_API ARainOcclusionActor : public AActor +{ + GENERATED_BODY() + +public: + ARainOcclusionActor(); + + /** Gathers occluders and diffs against the current ShowOnly list (adds new, removes missing). */ + UFUNCTION(BlueprintCallable, Category = "Rain Occlusion") + void GatherOccluders(); + + /** Clears the ShowOnly list and the tracked set, then gathers from scratch. */ + UFUNCTION(BlueprintCallable, Category = "Rain Occlusion") + void RebuildOccluders(); + + UFUNCTION(BlueprintPure, Category = "Rain Occlusion") + USceneCaptureComponent2D* GetCaptureComponent() const { return CaptureComponent; } + +protected: + virtual void BeginPlay() override; + virtual void Tick(float DeltaSeconds) override; + + UFUNCTION(BlueprintImplementableEvent, Category = "Rain Occlusion") + void CaptureRainOcclusionMap(); + + /** Optional. If empty, the first Scene Capture Component 2D found on this actor is used. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion") + FName CaptureComponentName = NAME_None; + + /** Every actor of these classes is added (e.g. LandscapeProxy catches Landscape and streaming proxies). */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion|Gather") + TArray> IncludedClasses; + + /** Every actor carrying any of these tags is added. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion|Gather") + TArray IncludedTags; + + /** Re-gather once the player has moved this far (cm, 2D) from where the last gather ran. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion|Gather", meta = (ClampMin = "0")) + float RegatherDistance = 2000.f; + + /** How often (seconds) the distance check runs. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion|Gather", meta = (ClampMin = "0")) + float DistanceCheckInterval = 0.25f; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain Occlusion|Gather") + bool bIncludeFromChildActors = false; + +private: + bool GetPlayerLocation(FVector& OutLocation) const; + + UPROPERTY(Transient) + TObjectPtr CaptureComponent; + + UPROPERTY(Transient) + TObjectPtr TimeOfDayManager; + + /** Actors whose components are currently in the capture's ShowOnly list. */ + TSet> TrackedActors; + + FVector LastGatherLocation = FVector::ZeroVector; + bool bHasGatherLocation = false; +}; diff --git a/Source/ProjectEleri/Private/EleriPlayerController.cpp b/Source/ProjectEleri/Private/EleriPlayerController.cpp index 4f11149d..eecccc6b 100644 --- a/Source/ProjectEleri/Private/EleriPlayerController.cpp +++ b/Source/ProjectEleri/Private/EleriPlayerController.cpp @@ -41,18 +41,10 @@ AEleriPlayerController::AEleriPlayerController(const FObjectInitializer &ObjectI void AEleriPlayerController::BeginPlay() { Super::BeginPlay(); - PlayerCharacter = Cast(GetCharacter()); - MoveActorsComp = PlayerCharacter->GetComponentByClass(); MainGameUI = CreateWidget(this, MainGameWidgetBlueprint); MainGameUI->AddToViewport(); - if (UCharacterMovementComponent *CharMovement = PlayerCharacter->GetCharacterMovement()) - { - CharMovement->MaxWalkSpeed = MinMovementSpeed; - } - - MovementComponent = PlayerCharacter->GetComponentByClass(); MovementDirection = FVector2D(0, -1); bFlying = false; BookOfAlchemyManager = Cast(UGameplayStatics::GetActorOfClass(GetWorld(), ABookOfAlchemyManager::StaticClass())); @@ -74,6 +66,16 @@ void AEleriPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason) Super::EndPlay(EndPlayReason); } +void AEleriPlayerController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + + PlayerCharacter = Cast(InPawn); + MoveActorsComp = PlayerCharacter->GetComponentByClass(); + MovementComponent = PlayerCharacter->GetComponentByClass(); + MovementComponent->MaxWalkSpeed = MinMovementSpeed; +} + void AEleriPlayerController::ToggleMovement(bool bActive) { UStatForgeComponent* StatForgeComponent = UMainBlueprintFunctionLibrary::GetStatForgeComponentFromPlayer(this); @@ -93,18 +95,16 @@ void AEleriPlayerController::ToggleMovement(bool bActive) void AEleriPlayerController::Tick(float DeltaTime) { Super::Tick(DeltaTime); - if (ACharacter *Char = GetCharacter()) + + if (MovementComponent) { - if (UCharacterMovementComponent *CharMovement = Char->GetCharacterMovement()) + if (MovementComponent->IsFalling()) { - if (CharMovement->IsFalling()) - { - CharMovement->GravityScale = 25; - } - else - { - CharMovement->GravityScale = 3; - } + MovementComponent->GravityScale = 25; + } + else + { + MovementComponent->GravityScale = 3; } } diff --git a/Source/ProjectEleri/Private/TimeOfDayManager.cpp b/Source/ProjectEleri/Private/TimeOfDayManager.cpp index 7350fb39..cd19e447 100644 --- a/Source/ProjectEleri/Private/TimeOfDayManager.cpp +++ b/Source/ProjectEleri/Private/TimeOfDayManager.cpp @@ -47,8 +47,6 @@ ATimeOfDayManager::ATimeOfDayManager() exponentialHeightFogComponent->SetupAttachment(RootComponent); skyAtmosphereComponent = CreateDefaultSubobject("SkyAtmosphere"); skyAtmosphereComponent->SetupAttachment(RootComponent); - VolumetricCloudComponent = CreateDefaultSubobject("VolumetricCloudComponent"); - VolumetricCloudComponent->SetupAttachment(RootComponent); if (!WeatherPresetDistributionMap.IsEmpty()) { @@ -98,9 +96,6 @@ void ATimeOfDayManager::BeginPlay() void ATimeOfDayManager::PostLoad() { Super::PostLoad(); - - VolumetricCloudMaterialInstance = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, VolumetricCloudMaterial, FName("VolMat"), EMIDCreationFlags::Transient); - VolumetricCloudComponent->SetMaterial(VolumetricCloudMaterialInstance); } // Called every frame @@ -165,12 +160,11 @@ void ATimeOfDayManager::UpdateLightning() // Update fog if (IsValid(exponentialHeightFogComponent)) { - float CurrentFogIntensity = CurrentWeatherPreset->FogIntensityCurve->GetFloatValue(FloatMinutes); + const float CurrentFogIntensity = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->FogIntensityCurve, FloatMinutes); exponentialHeightFogComponent->FogDensity = - QueuedWeatherPreset - ? FMath::Lerp(QueuedWeatherPreset->FogIntensityCurve->GetFloatValue(FloatMinutes), CurrentFogIntensity, - CurrentWeaterFadeAlpha) - : CurrentFogIntensity; + QueuedWeatherPreset ? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->FogIntensityCurve, FloatMinutes), CurrentFogIntensity,CurrentWeaterFadeAlpha) : + CurrentFogIntensity; exponentialHeightFogComponent->MarkRenderStateDirty(); } @@ -178,46 +172,26 @@ void ATimeOfDayManager::UpdateLightning() if (IsValid(skyAtmosphereComponent)) { FLinearColor CurrentRaylightScattering = CurrentWeatherPreset->RaylightScattering; - skyAtmosphereComponent->RayleighScattering = QueuedWeatherPreset - ? FLinearColor::LerpUsingHSV( - QueuedWeatherPreset->RaylightScattering, - CurrentRaylightScattering, CurrentWeaterFadeAlpha) - : CurrentRaylightScattering; + skyAtmosphereComponent->RayleighScattering = QueuedWeatherPreset ? + FLinearColor::LerpUsingHSV(QueuedWeatherPreset->RaylightScattering,CurrentRaylightScattering, CurrentWeaterFadeAlpha) : + CurrentRaylightScattering; - float CurrentMieScattering = CurrentWeatherPreset->MieScatteringScale->GetFloatValue(FloatMinutes); - skyAtmosphereComponent->MieScatteringScale = QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->MieScatteringScale->GetFloatValue(FloatMinutes), CurrentMieScattering, - CurrentWeaterFadeAlpha) - : CurrentMieScattering; + const float CurrentMieScattering = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->MieScatteringScale, FloatMinutes); + skyAtmosphereComponent->MieScatteringScale = QueuedWeatherPreset ? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->MieScatteringScale, FloatMinutes), CurrentMieScattering,CurrentWeaterFadeAlpha) : + CurrentMieScattering; skyAtmosphereComponent->MarkRenderStateDirty(); } - - //Volumetric clouds - if (IsValid(VolumetricCloudComponent) && IsValid(VolumetricCloudMaterialInstance)) - { - FLinearColor OutColor; - VolumetricCloudMaterialInstance->GetVectorParameterValue(FHashedMaterialParameterInfo(FName("Cloud Detail Control")), OutColor); - constexpr float LowCoverage = 0.5f; - constexpr float HighCoverage = 0.3f; - const float Alpha = QueuedWeatherPreset? - FMath::Lerp(QueuedWeatherPreset->CloudCoverage, CurrentWeatherPreset->CloudCoverage, CurrentWeaterFadeAlpha) : - CurrentWeatherPreset->CloudCoverage; - OutColor.G = FMath::Lerp(LowCoverage, HighCoverage, Alpha); - VolumetricCloudMaterialInstance->SetVectorParameterValue(FName("Cloud Detail Control"), OutColor); - } // Update Material Parameter Collection if (IsValid(WindMaterialParameterCollection)) { - float CurrentWindIntensity = CurrentWeatherPreset->WindIntensity; + const float CurrentWindIntensity = CurrentWeatherPreset->WindIntensity; UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), WindMaterialParameterCollection, - FName("Wind Intensity"), - QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->WindIntensity, - CurrentWindIntensity, CurrentWeaterFadeAlpha) - : CurrentWindIntensity); + FName("Wind Intensity"), + QueuedWeatherPreset ? + FMath::Lerp(QueuedWeatherPreset->WindIntensity,CurrentWindIntensity, CurrentWeaterFadeAlpha) : + CurrentWindIntensity); float CurrentWindSpeed = CurrentWeatherPreset->WindSpeed; UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), WindMaterialParameterCollection, @@ -230,60 +204,41 @@ void ATimeOfDayManager::UpdateLightning() // Update sky dome intensity if (GeneralMaterialParameterCollection) { - float CurrentSkyDomeIntensity = CurrentWeatherPreset->SkyDomeIntensityCurve->GetFloatValue(FloatMinutes); + const float CurrentSkyDomeIntensity = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->SkyDomeIntensityCurve, FloatMinutes); UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), GeneralMaterialParameterCollection, - FName("SkyBrightness"), - QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->SkyDomeIntensityCurve->GetFloatValue(FloatMinutes), CurrentSkyDomeIntensity, - CurrentWeaterFadeAlpha) - : CurrentSkyDomeIntensity * FMath::Lerp( - 1.0f, 0.25f, CurrentWeaterFadeAlpha)); + FName("SkyBrightness"), + QueuedWeatherPreset? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->SkyDomeIntensityCurve, FloatMinutes), CurrentSkyDomeIntensity, CurrentWeaterFadeAlpha) : + CurrentSkyDomeIntensity * FMath::Lerp(1.0f, 0.25f, CurrentWeaterFadeAlpha)); - FLinearColor CurrentSkyDomeTopBottomGradient = CurrentWeatherPreset->SkyDomeTopBottomGradient->GetLinearColorValue(FloatMinutes); - FLinearColor CurrentSkyDomeMiddleGradient = CurrentWeatherPreset->SkyDomeMiddleGradient->GetLinearColorValue(FloatMinutes); + const FLinearColor CurrentSkyDomeTopBottomGradient = CurrentWeatherPreset->SkyDomeTopBottomGradient->GetLinearColorValue(FloatMinutes); + const FLinearColor CurrentSkyDomeMiddleGradient = CurrentWeatherPreset->SkyDomeMiddleGradient->GetLinearColorValue(FloatMinutes); UKismetMaterialLibrary::SetVectorParameterValue(GetWorld(), GeneralMaterialParameterCollection, - FName("SkyGradientTopDown"), - QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->SkyDomeTopBottomGradient->GetLinearColorValue(FloatMinutes), - CurrentSkyDomeTopBottomGradient, CurrentWeaterFadeAlpha) - : CurrentSkyDomeTopBottomGradient); + FName("SkyGradientTopDown"), + QueuedWeatherPreset ? + FMath::Lerp(QueuedWeatherPreset->SkyDomeTopBottomGradient->GetLinearColorValue(FloatMinutes),CurrentSkyDomeTopBottomGradient, CurrentWeaterFadeAlpha) : + CurrentSkyDomeTopBottomGradient); UKismetMaterialLibrary::SetVectorParameterValue(GetWorld(), GeneralMaterialParameterCollection, - FName("SkyGradientMiddle"), - QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->SkyDomeMiddleGradient->GetLinearColorValue(FloatMinutes), - CurrentSkyDomeMiddleGradient, CurrentWeaterFadeAlpha) - : CurrentSkyDomeMiddleGradient); + FName("SkyGradientMiddle"), + QueuedWeatherPreset ? + FMath::Lerp(QueuedWeatherPreset->SkyDomeMiddleGradient->GetLinearColorValue(FloatMinutes),CurrentSkyDomeMiddleGradient, CurrentWeaterFadeAlpha) : + CurrentSkyDomeMiddleGradient); UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), GeneralMaterialParameterCollection, - FName("Cloud Coverage"), - QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->CloudCoverage, - CurrentWeatherPreset->CloudCoverage, - CurrentWeaterFadeAlpha) - : CurrentWeatherPreset->CloudCoverage); - - // float DayAmount = 0.5f * (1 + FMath::Sin((PI * FloatMinutes) / 720.f - (PI/2.f))); - // DayAmount *= QueuedWeatherPreset ? - // FMath::Lerp(QueuedWeatherPreset->CloudsBrightnessCurve->GetFloatValue(FloatMinutes), CurrentWeatherPreset->CloudsBrightnessCurve->GetFloatValue(FloatMinutes), CurrentWeaterFadeAlpha) - // : CurrentWeatherPreset->CloudsBrightnessCurve->GetFloatValue(FloatMinutes); - // UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), GeneralMaterialParameterCollection, FName("Day Amount"), DayAmount); + FName("Cloud Coverage"), + QueuedWeatherPreset ? + FMath::Lerp(QueuedWeatherPreset->CloudCoverage,CurrentWeatherPreset->CloudCoverage,CurrentWeaterFadeAlpha) : + CurrentWeatherPreset->CloudCoverage); } // Update wetness if (IsValid(GeneralMaterialParameterCollection)) { UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), GeneralMaterialParameterCollection, - FName("Wetness"), - QueuedWeatherPreset - ? FMath::Lerp( - static_cast(QueuedWeatherPreset->bIsRain), - static_cast(CurrentWeatherPreset->bIsRain), - CurrentWeaterFadeAlpha) - : static_cast(CurrentWeatherPreset->bIsRain)); + FName("Wetness"), + QueuedWeatherPreset ? + FMath::Lerp(static_cast(QueuedWeatherPreset->bIsRain),static_cast(CurrentWeatherPreset->bIsRain),CurrentWeaterFadeAlpha) : + static_cast(CurrentWeatherPreset->bIsRain)); } //Set clouds @@ -309,11 +264,11 @@ void ATimeOfDayManager::RotateSun(const float &_rotator) { if (!enableTimeOfDay) return; - if (!CurrentWeatherPreset || !CurrentWeatherPreset->SunRotationCurve) + if (!CurrentWeatherPreset) return; if (sunLight->IsValidLowLevel()) { - FVector currentRotInVectors = FVector(0.0f, CurrentWeatherPreset->SunRotationCurve->GetFloatValue(FloatMinutes), + FVector currentRotInVectors = FVector(0.0f, UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->SunRotationCurve, FloatMinutes), 110.0f); FRotator currentSunRotation = FRotator(FRotator::MakeFromEuler(currentRotInVectors)); @@ -338,37 +293,25 @@ void ATimeOfDayManager::SetDirectionalLightIntensity(const float &_rotator) { if (!enableTimeOfDay) return; - if (!CurrentWeatherPreset->SunlightCurve) - return; - float SunlightIntensity = CurrentWeatherPreset->SunlightCurve->GetFloatValue(FloatMinutes); - CurrentSunlightIntensity = QueuedWeatherPreset - ? FMath::Lerp(QueuedWeatherPreset->SunlightCurve->GetFloatValue(FloatMinutes), - SunlightIntensity, CurrentWeaterFadeAlpha) - : SunlightIntensity; - float MoonlightIntensity = CurrentWeatherPreset->MoonlightCurve->GetFloatValue(FloatMinutes); - CurrentMoonlightIntensity = QueuedWeatherPreset - ? FMath::Lerp(QueuedWeatherPreset->MoonlightCurve->GetFloatValue(FloatMinutes), - MoonlightIntensity, CurrentWeaterFadeAlpha) - : MoonlightIntensity; + const float SunlightIntensity = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->SunlightCurve, FloatMinutes); + CurrentSunlightIntensity = QueuedWeatherPreset ? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->SunlightCurve, FloatMinutes),SunlightIntensity, CurrentWeaterFadeAlpha) + : SunlightIntensity; + + const float MoonlightIntensity = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->MoonlightCurve, FloatMinutes); + CurrentMoonlightIntensity = QueuedWeatherPreset ? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->MoonlightCurve, FloatMinutes),MoonlightIntensity, CurrentWeaterFadeAlpha) + : MoonlightIntensity; sunLight->SetIntensity(CurrentSunlightIntensity); moonLight->SetIntensity(CurrentMoonlightIntensity); - FPostProcessSettings Settings = MainPP->Settings; - float CurrentGiIntensity = CurrentWeatherPreset->IndirectGIIntensityCurve->GetFloatValue(FloatMinutes); - Settings.IndirectLightingIntensity = QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->IndirectGIIntensityCurve->GetFloatValue(FloatMinutes), CurrentGiIntensity, - CurrentWeaterFadeAlpha) - : CurrentGiIntensity; - MainPP->Settings = Settings; - - bool bSunEnabled = CurrentSunlightIntensity > 0.001f; + const bool bSunEnabled = CurrentSunlightIntensity > 0.001f; sunLight->SetVisibility(bSunEnabled); sunLight->SetCastShadows(bSunEnabled); - bool bMoonEnabled = CurrentMoonlightIntensity > 0.001f; + const bool bMoonEnabled = CurrentMoonlightIntensity > 0.001f; moonLight->SetVisibility(bMoonEnabled); moonLight->SetCastShadows(bMoonEnabled); } @@ -377,22 +320,17 @@ void ATimeOfDayManager::SetSkylightIntensity(const float &_rotator) { if (!enableTimeOfDay) return; - if (!CurrentWeatherPreset->SkylightCurve) - return; - float SkylightIntensity = CurrentWeatherPreset->SkylightCurve->GetFloatValue(FloatMinutes); - CurrentSkylightIntensity = QueuedWeatherPreset - ? FMath::Lerp(QueuedWeatherPreset->SkylightCurve->GetFloatValue(FloatMinutes), - SkylightIntensity, CurrentWeaterFadeAlpha) - : SkylightIntensity; + const float SkylightIntensity = UMainBlueprintFunctionLibrary::GetCurveValue(CurrentWeatherPreset->SkylightCurve, FloatMinutes); + CurrentSkylightIntensity = QueuedWeatherPreset? + FMath::Lerp(UMainBlueprintFunctionLibrary::GetCurveValue(QueuedWeatherPreset->SkylightCurve, FloatMinutes),SkylightIntensity, CurrentWeaterFadeAlpha) : + SkylightIntensity; skyLight->SetIntensity(CurrentSkylightIntensity); - FLinearColor CurrentEvaluatedColor = CurrentWeatherPreset->SkylightColorCurve->GetClampedLinearColorValue(FloatMinutes); - skyLight->SetLightColor(QueuedWeatherPreset - ? FMath::Lerp( - QueuedWeatherPreset->SkylightColorCurve->GetClampedLinearColorValue(FloatMinutes), - CurrentEvaluatedColor, CurrentWeaterFadeAlpha) - : CurrentEvaluatedColor); + const FLinearColor CurrentEvaluatedColor = CurrentWeatherPreset->SkylightColorCurve->GetClampedLinearColorValue(FloatMinutes); + skyLight->SetLightColor(QueuedWeatherPreset ? + FMath::Lerp(QueuedWeatherPreset->SkylightColorCurve->GetClampedLinearColorValue(FloatMinutes),CurrentEvaluatedColor, CurrentWeaterFadeAlpha) : + CurrentEvaluatedColor); } void ATimeOfDayManager::CheckLateHours() diff --git a/Source/ProjectEleri/Public/EleriPlayerController.h b/Source/ProjectEleri/Public/EleriPlayerController.h index 61bc0f6a..54759cca 100644 --- a/Source/ProjectEleri/Public/EleriPlayerController.h +++ b/Source/ProjectEleri/Public/EleriPlayerController.h @@ -109,6 +109,7 @@ public: protected: virtual void BeginPlay() override; virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + virtual void OnPossess(APawn* InPawn) override; public: diff --git a/Source/ProjectEleri/Public/TimeOfDayManager.h b/Source/ProjectEleri/Public/TimeOfDayManager.h index 66926b01..6159d4da 100644 --- a/Source/ProjectEleri/Public/TimeOfDayManager.h +++ b/Source/ProjectEleri/Public/TimeOfDayManager.h @@ -402,12 +402,8 @@ protected: UExponentialHeightFogComponent* exponentialHeightFogComponent; UPROPERTY(EditDefaultsOnly) USkyAtmosphereComponent* skyAtmosphereComponent; - UPROPERTY(EditDefaultsOnly) - UVolumetricCloudComponent* VolumetricCloudComponent; UPROPERTY() TMap WeatherPresetDistributionMap; - UPROPERTY() - UMaterialInstanceDynamic* VolumetricCloudMaterialInstance; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UInteractionWidgetComponent* WidgetComponent; diff --git a/Source/ProjectEleri/System/MainBlueprintFunctionLibrary.h b/Source/ProjectEleri/System/MainBlueprintFunctionLibrary.h index 276f7e35..fb062b8a 100644 --- a/Source/ProjectEleri/System/MainBlueprintFunctionLibrary.h +++ b/Source/ProjectEleri/System/MainBlueprintFunctionLibrary.h @@ -90,4 +90,7 @@ public: UFUNCTION(BlueprintPure, Category = "Eleri|Math") static float NegateFloat(const float& Value) { return Value * -1.f; } + + // NON BP + static float GetCurveValue(const FRuntimeFloatCurve& Curve, float InTime); }; diff --git a/Source/ProjectEleri/System/MainlBlueprintFunctionLibrary.cpp b/Source/ProjectEleri/System/MainlBlueprintFunctionLibrary.cpp index 94461e3a..6ddb15bb 100644 --- a/Source/ProjectEleri/System/MainlBlueprintFunctionLibrary.cpp +++ b/Source/ProjectEleri/System/MainlBlueprintFunctionLibrary.cpp @@ -216,3 +216,13 @@ void UMainBlueprintFunctionLibrary::ModifyExp(const UObject* WorldContext, const StatForgeComponent->ApplyGameplayStatEffect(ExpIncreaseEffect, DataValueMap); } +float UMainBlueprintFunctionLibrary::GetCurveValue(const FRuntimeFloatCurve& Curve, const float InTime) +{ + if (const FRichCurve* RichCurve = Curve.GetRichCurveConst()) + { + return RichCurve->Eval(InTime); + } + + return 0.f; +} +