Commit Graph

  • 26b506eb0e Merge pull request 'Created the necessary changes for Unreal Engine 5.4' (#1) from update-to-5.4 into main v0.1-ue5.4 main Jamie Greunbaum 2024-06-28 17:28:10 -04:00
  • 67c0126322 Created the necessary changes for Unreal Engine 5.4 Jamie Greunbaum 2024-06-28 17:26:45 -04:00
  • a9a841911a Fixed a bug that can cause buttons not mapped to combo inputs to block later combo inputs when they aren't part of a multi-press. v0.1-ue5.3 Jamie Greunbaum 2023-10-11 01:20:29 -04:00
  • b77a9bd2ed - Release triggers only fire if one is available in the current node's children. - Crashes related to PreviousNode occasionally becoming null have been fixed. Jamie Greunbaum 2023-10-07 19:41:23 -04:00
  • 08b89b9d84 Fixed some grammar issues with the variable names that were annoying me. Jamie Greunbaum 2023-10-07 18:58:26 -04:00
  • b7d299f8b1 Display a validation window when validating a graph, and also a message stating that auto-arrange does not currently work. Jamie Greunbaum 2023-10-05 13:13:37 -04:00
  • 6261a7eddc Added a popup class for graph validation. Jamie Greunbaum 2023-10-05 13:13:03 -04:00
  • 9dec4a1c91 Disabled verification on save. Jamie Greunbaum 2023-10-04 23:32:07 -04:00
  • 0feb21fefc Components were reworked to no longer need a separate list of valid inputs to listen for. Jamie Greunbaum 2023-10-04 18:52:53 -04:00
  • 3d0fedabf6 Combo graph code now compiles and functions properly in shipping builds. Jamie Greunbaum 2023-10-04 13:05:53 -04:00
  • c50c9c6bf7 Components now use InitializeComponent instead of BeginPlay. Jamie Greunbaum 2023-10-04 13:05:15 -04:00
  • 13172b3b60 - ComboManagerComponent accepts a list of actions to unlock. - Removed more unused functions. Jamie Greunbaum 2023-10-03 22:52:48 -04:00
  • 64b2c8e934 Fixed up some description text. trying-to-add-a-combo-graph-editor Jamie Greunbaum 2023-10-03 01:54:42 -04:00
  • 7505a70575 Added the ability to disable combo action nodes. Enabling them will come later. Jamie Greunbaum 2023-10-03 01:47:24 -04:00
  • dcaac98f50 Node colours are now driven by combo input assets, and overridden by the combo action if a colour is set there. Jamie Greunbaum 2023-10-03 00:23:30 -04:00
  • 510ccb936a ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class. Jamie Greunbaum 2023-10-02 18:48:33 -04:00
  • 49ffadd4f3 Node title now takes the name of the assigned combo action. Jamie Greunbaum 2023-10-02 12:33:21 -04:00
  • 780409b060 Hide ContextMenuName variable from graph editor. Jamie Greunbaum 2023-10-02 12:32:11 -04:00
  • 3d06c5723e Added UComboAction class setting to the action node base class. Jamie Greunbaum 2023-10-02 00:57:44 -04:00
  • a8786b87fc Hid a few more configuration options from the editor. Jamie Greunbaum 2023-10-02 00:56:54 -04:00
  • 390e144c33 Corrected a layout issue that made input pins look very stupid. Jamie Greunbaum 2023-10-01 21:17:33 -04:00
  • 61a8857105 Removed some more unnecessary leftover functions and variables. Jamie Greunbaum 2023-10-01 21:16:54 -04:00
  • fde46f4a91 Default max child nodes for combo actions is set to -1 now, so that there is no limit. Jamie Greunbaum 2023-10-01 18:13:42 -04:00
  • 68397f74e6 Fixed up the layout of the combo graph nodes, so that they arrange horizontally instead of vertically. Jamie Greunbaum 2023-10-01 17:40:40 -04:00
  • 3d14af4625 Combo Action Graph is basically finished. The hard part, anyway. Jamie Greunbaum 2023-10-01 14:07:52 -04:00
  • af2b70227d Adding nodes finally works correctly. Now beginning work on nodes that fit our actual development needs. Jamie Greunbaum 2023-09-30 18:32:45 -04:00
  • 102927a690 Added a bunch more stuff. Too much to care to mention. Still more to do though. Jamie Greunbaum 2023-09-30 01:25:51 -04:00
  • cfe285b94d Did a shitload more work. To what end? Not much. Jamie Greunbaum 2023-09-29 15:11:48 -04:00
  • de9865758a ComboActionGraph classes can now be added in the content browser. No asset editor yet though. Jamie Greunbaum 2023-09-29 01:33:09 -04:00
  • 8b6cfafc45 Code compiles now, at least. That's a start. Jamie Greunbaum 2023-09-27 12:21:35 -04:00
  • ea4dd54ec9 Trying to add a combo graph editor. Jamie Greunbaum 2023-09-27 00:21:59 -04:00
  • bf43acf0dc Global settings renamed to something that does not reference the old subsystem. Jamie Greunbaum 2023-09-24 13:03:16 -04:00
  • aa81438bc7 Fixed various crashes and infinite loops when encountering unhandled or null combo input assets. Jamie Greunbaum 2023-09-22 14:24:15 -04:00
  • a4913db597 Input buffer changed from a subsystem to an extension of the input component. improve-combo-input-asset Jamie Greunbaum 2023-09-21 20:32:29 -04:00
  • 74411baaea Locking inputs now happens without being tied to lists in combo input assets. Jamie Greunbaum 2023-09-21 16:02:27 -04:00
  • cb7e8feb8c Going through the process of using UInputActions instead of a custom class wherever possible, to make using the plugin less confusing. deprecate-combo-input-asset Jamie Greunbaum 2023-09-21 03:56:35 -04:00
  • b1ef780086 Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly. Jamie Greunbaum 2023-09-20 12:23:21 -04:00
  • df1df9a56f Changed OnComboAction to OnUnhandledAction, and made it only broadcast if the event is not already handled by a Blueprint event node. Jamie Greunbaum 2023-09-19 16:32:04 -04:00
  • fc3f597dcd Changed some global defaults and clamp ranges for input timer lengths. Jamie Greunbaum 2023-09-19 15:48:25 -04:00
  • 13a3569a0b Fixed a compiler error that suddenly cropped up by making internal pointers consistently use TObjectPtr. Jamie Greunbaum 2023-09-19 15:46:00 -04:00
  • af16de5155 Plugin upgraded to 5.3 compatibility. Jamie Greunbaum 2023-09-19 00:46:00 -04:00
  • 29f7346ea8 Event node pins are now generated in a more automatic way and without having a bunch of duplicate code. Jamie Greunbaum 2023-09-18 21:55:05 -04:00
  • 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. Jamie Greunbaum 2023-09-18 01:33:40 -04:00
  • 3b7b845959 Asset icons are now displayed correctly. Jamie Greunbaum 2023-09-18 00:29:41 -04:00
  • 095cf66937 Release actions are now supported, and fired the same frame as an Activated action if the action was buffered and then released. combo-release-actions Jamie Greunbaum 2023-09-17 17:35:43 -04:00
  • 6af0b1c23a Working on implementing combo release actions in a way that works reliably. Jamie Greunbaum 2023-09-17 15:10:50 -04:00
  • 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. Jamie Greunbaum 2023-09-17 12:25:04 -04:00
  • b24d7af1a3 Combo actions finally have Blueprint event nodes for each class. combo-action-events Jamie Greunbaum 2023-09-17 01:44:27 -04:00
  • 5326c81528 Added enough code for event nodes to be created for each UComboAction class. Now to figure out how to make them actually fire. Jamie Greunbaum 2023-09-15 12:56:26 -04:00
  • 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. Jamie Greunbaum 2023-09-12 01:39:23 -04:00
  • 3e71bb31ae Fixed issues with correctly recognising whether a multi-press input should be locked, or whether it supercedes an active input. Jamie Greunbaum 2023-09-12 01:36:50 -04:00
  • d18e77082e - Fixed an issue that caused multi-press inputs to never actually lock. - Fixed text encoding. Jamie Greunbaum 2023-09-10 20:28:05 -04:00
  • 9809c36513 Added some extra helper functions to UComboInputAsset, and cleaned up some others. Jamie Greunbaum 2023-09-10 20:27:10 -04:00
  • 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. Jamie Greunbaum 2023-09-10 15:13:30 -04:00
  • 90af002272 ComboManagerComponent now detects if it's in the PlayerController, instead of the PlayerCharacter, since that makes a bit more sense. Jamie Greunbaum 2023-09-10 14:35:37 -04:00
  • cd4708449f - Buffered inputs are no longer handled by a component on the PlayerController, but by a LocalPlayerSubsystem instead. - Combo manager connects to this subsystem entirely on its own when its owner is the player character. Jamie Greunbaum 2023-09-10 01:47:21 -04:00
  • 0c3b6fcf71 Forced input unlock has been removed for the moment, since it's not used nor is it strictly necessary. Jamie Greunbaum 2023-09-09 18:20:27 -04:00
  • 2e5aae7f67 Initial commit. Jamie Greunbaum 2023-09-09 17:28:41 -04:00