53 Commits

Author SHA1 Message Date
Jamie Greunbaum
08b89b9d84 Fixed some grammar issues with the variable names that were annoying me. 2023-10-07 18:58:26 -04:00
Jamie Greunbaum
b7d299f8b1 Display a validation window when validating a graph, and also a message stating that auto-arrange does not currently work. 2023-10-05 13:13:37 -04:00
Jamie Greunbaum
6261a7eddc Added a popup class for graph validation. 2023-10-05 13:13:03 -04:00
Jamie Greunbaum
9dec4a1c91 Disabled verification on save. 2023-10-04 23:32:07 -04:00
Jamie Greunbaum
0feb21fefc Components were reworked to no longer need a separate list of valid inputs to listen for. 2023-10-04 18:52:53 -04:00
Jamie Greunbaum
3d0fedabf6 Combo graph code now compiles and functions properly in shipping builds. 2023-10-04 13:05:53 -04:00
Jamie Greunbaum
c50c9c6bf7 Components now use InitializeComponent instead of BeginPlay. 2023-10-04 13:05:15 -04:00
Jamie Greunbaum
13172b3b60 - ComboManagerComponent accepts a list of actions to unlock.
- Removed more unused functions.
2023-10-03 22:52:48 -04:00
Jamie Greunbaum
64b2c8e934 Fixed up some description text. 2023-10-03 01:54:42 -04:00
Jamie Greunbaum
7505a70575 Added the ability to disable combo action nodes. Enabling them will come later. 2023-10-03 01:47:24 -04:00
Jamie Greunbaum
dcaac98f50 Node colours are now driven by combo input assets, and overridden by the combo action if a colour is set there. 2023-10-03 00:23:30 -04:00
Jamie Greunbaum
510ccb936a ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class. 2023-10-02 18:48:33 -04:00
Jamie Greunbaum
49ffadd4f3 Node title now takes the name of the assigned combo action. 2023-10-02 12:33:21 -04:00
Jamie Greunbaum
780409b060 Hide ContextMenuName variable from graph editor. 2023-10-02 12:32:11 -04:00
Jamie Greunbaum
3d06c5723e Added UComboAction class setting to the action node base class. 2023-10-02 00:57:44 -04:00
Jamie Greunbaum
a8786b87fc Hid a few more configuration options from the editor. 2023-10-02 00:56:54 -04:00
Jamie Greunbaum
390e144c33 Corrected a layout issue that made input pins look very stupid. 2023-10-01 21:17:33 -04:00
Jamie Greunbaum
61a8857105 Removed some more unnecessary leftover functions and variables. 2023-10-01 21:16:54 -04:00
Jamie Greunbaum
fde46f4a91 Default max child nodes for combo actions is set to -1 now, so that there is no limit. 2023-10-01 18:13:42 -04:00
Jamie Greunbaum
68397f74e6 Fixed up the layout of the combo graph nodes, so that they arrange horizontally instead of vertically. 2023-10-01 17:40:40 -04:00
Jamie Greunbaum
3d14af4625 Combo Action Graph is basically finished. The hard part, anyway. 2023-10-01 14:07:52 -04:00
Jamie Greunbaum
af2b70227d Adding nodes finally works correctly. Now beginning work on nodes that fit our actual development needs. 2023-09-30 18:32:45 -04:00
Jamie Greunbaum
102927a690 Added a bunch more stuff. Too much to care to mention. Still more to do though. 2023-09-30 01:25:51 -04:00
Jamie Greunbaum
cfe285b94d Did a shitload more work. To what end? Not much. 2023-09-29 15:11:48 -04:00
Jamie Greunbaum
de9865758a ComboActionGraph classes can now be added in the content browser. No asset editor yet though. 2023-09-29 01:33:09 -04:00
Jamie Greunbaum
8b6cfafc45 Code compiles now, at least. That's a start. 2023-09-27 12:21:35 -04:00
Jamie Greunbaum
ea4dd54ec9 Trying to add a combo graph editor. 2023-09-27 00:21:59 -04:00
Jamie Greunbaum
bf43acf0dc Global settings renamed to something that does not reference the old subsystem. 2023-09-24 13:03:16 -04:00
Jamie Greunbaum
aa81438bc7 Fixed various crashes and infinite loops when encountering unhandled or null combo input assets. 2023-09-22 14:24:15 -04:00
Jamie Greunbaum
a4913db597 Input buffer changed from a subsystem to an extension of the input component. 2023-09-21 20:32:29 -04:00
Jamie Greunbaum
74411baaea Locking inputs now happens without being tied to lists in combo input assets. 2023-09-21 16:02:27 -04:00
Jamie Greunbaum
b1ef780086 Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly. 2023-09-20 12:23:21 -04:00
Jamie Greunbaum
df1df9a56f Changed OnComboAction to OnUnhandledAction, and made it only broadcast if the event is not already handled by a Blueprint event node. 2023-09-19 16:32:04 -04:00
Jamie Greunbaum
fc3f597dcd Changed some global defaults and clamp ranges for input timer lengths. 2023-09-19 15:48:25 -04:00
Jamie Greunbaum
13a3569a0b Fixed a compiler error that suddenly cropped up by making internal pointers consistently use TObjectPtr. 2023-09-19 15:46:00 -04:00
Jamie Greunbaum
af16de5155 Plugin upgraded to 5.3 compatibility. 2023-09-19 00:46:00 -04:00
Jamie Greunbaum
29f7346ea8 Event node pins are now generated in a more automatic way and without having a bunch of duplicate code. 2023-09-18 21:55:05 -04:00
Jamie Greunbaum
7ed3df2cc8 ComboInput icons altered a bit to make them look different. These will be replaced eventually, but at least things look a bit nicer now. 2023-09-18 01:33:40 -04:00
Jamie Greunbaum
3b7b845959 Asset icons are now displayed correctly. 2023-09-18 00:29:41 -04:00
Jamie Greunbaum
095cf66937 Release actions are now supported, and fired the same frame as an Activated action if the action was buffered and then released. 2023-09-17 17:35:43 -04:00
Jamie Greunbaum
6af0b1c23a Working on implementing combo release actions in a way that works reliably. 2023-09-17 15:10:50 -04:00
Jamie Greunbaum
1d2dcdd693 Implemented fallback actions, so combo inputs that aren't mapped to the current combo sequence node, or any node, can still have an action associated with them. 2023-09-17 12:25:04 -04:00
Jamie Greunbaum
b24d7af1a3 Combo actions finally have Blueprint event nodes for each class. 2023-09-17 01:44:27 -04:00
Jamie Greunbaum
5326c81528 Added enough code for event nodes to be created for each UComboAction class. Now to figure out how to make them actually fire. 2023-09-15 12:56:26 -04:00
Jamie Greunbaum
445895b77b - Started work on giving UComboActions their own automatically-recognised events in Blueprints, just like UInputAssets have in the EnhancedInput plugin.
- Also gave the data assets a factory class and organised them into the Input category to make them look like a proper Unreal asset.
2023-09-12 01:39:23 -04:00
Jamie Greunbaum
3e71bb31ae Fixed issues with correctly recognising whether a multi-press input should be locked, or whether it supercedes an active input. 2023-09-12 01:36:50 -04:00
Jamie Greunbaum
d18e77082e - Fixed an issue that caused multi-press inputs to never actually lock.
- Fixed text encoding.
2023-09-10 20:28:05 -04:00
Jamie Greunbaum
9809c36513 Added some extra helper functions to UComboInputAsset, and cleaned up some others. 2023-09-10 20:27:10 -04:00
Jamie Greunbaum
2032b8d23b - Added a header file to prevent an error when creating a shipping build.
- Added comments to help describe what the various data assets do.
2023-09-10 15:13:30 -04:00
Jamie Greunbaum
90af002272 ComboManagerComponent now detects if it's in the PlayerController, instead of the PlayerCharacter, since that makes a bit more sense. 2023-09-10 14:35:37 -04:00