67c0126322
Created the necessary changes for Unreal Engine 5.4
Jamie Greunbaum2024-06-28 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 Greunbaum2023-10-11 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 Greunbaum2023-10-07 19:41:23 -04:00
08b89b9d84
Fixed some grammar issues with the variable names that were annoying me.
Jamie Greunbaum2023-10-07 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 Greunbaum2023-10-05 13:13:37 -04:00
7505a70575
Added the ability to disable combo action nodes. Enabling them will come later.
Jamie Greunbaum2023-10-03 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 Greunbaum2023-10-03 00:23:30 -04:00
510ccb936a
ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class.
Jamie Greunbaum2023-10-02 18:48:33 -04:00
49ffadd4f3
Node title now takes the name of the assigned combo action.
Jamie Greunbaum2023-10-02 12:33:21 -04:00
3d06c5723e
Added UComboAction class setting to the action node base class.
Jamie Greunbaum2023-10-02 00:57:44 -04:00
a8786b87fc
Hid a few more configuration options from the editor.
Jamie Greunbaum2023-10-02 00:56:54 -04:00
390e144c33
Corrected a layout issue that made input pins look very stupid.
Jamie Greunbaum2023-10-01 21:17:33 -04:00
61a8857105
Removed some more unnecessary leftover functions and variables.
Jamie Greunbaum2023-10-01 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 Greunbaum2023-10-01 18:13:42 -04:00
68397f74e6
Fixed up the layout of the combo graph nodes, so that they arrange horizontally instead of vertically.
Jamie Greunbaum2023-10-01 17:40:40 -04:00
3d14af4625
Combo Action Graph is basically finished. The hard part, anyway.
Jamie Greunbaum2023-10-01 14:07:52 -04:00
af2b70227d
Adding nodes finally works correctly. Now beginning work on nodes that fit our actual development needs.
Jamie Greunbaum2023-09-30 18:32:45 -04:00
102927a690
Added a bunch more stuff. Too much to care to mention. Still more to do though.
Jamie Greunbaum2023-09-30 01:25:51 -04:00
cfe285b94d
Did a shitload more work. To what end? Not much.
Jamie Greunbaum2023-09-29 15:11:48 -04:00
de9865758a
ComboActionGraph classes can now be added in the content browser. No asset editor yet though.
Jamie Greunbaum2023-09-29 01:33:09 -04:00
b1ef780086
Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly.
Jamie Greunbaum2023-09-20 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 Greunbaum2023-09-19 16:32:04 -04:00
fc3f597dcd
Changed some global defaults and clamp ranges for input timer lengths.
Jamie Greunbaum2023-09-19 15:48:25 -04:00
13a3569a0b
Fixed a compiler error that suddenly cropped up by making internal pointers consistently use TObjectPtr.
Jamie Greunbaum2023-09-19 15:46:00 -04:00
29f7346ea8
Event node pins are now generated in a more automatic way and without having a bunch of duplicate code.
Jamie Greunbaum2023-09-18 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 Greunbaum2023-09-18 01:33:40 -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 Greunbaum2023-09-17 17:35:43 -04:00
6af0b1c23a
Working on implementing combo release actions in a way that works reliably.
Jamie Greunbaum2023-09-17 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 Greunbaum2023-09-17 12:25:04 -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 Greunbaum2023-09-15 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 Greunbaum2023-09-12 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 Greunbaum2023-09-12 01:36:50 -04:00
d18e77082e
- Fixed an issue that caused multi-press inputs to never actually lock. - Fixed text encoding.
Jamie Greunbaum2023-09-10 20:28:05 -04:00
9809c36513
Added some extra helper functions to UComboInputAsset, and cleaned up some others.
Jamie Greunbaum2023-09-10 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 Greunbaum2023-09-10 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 Greunbaum2023-09-10 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 Greunbaum2023-09-10 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 Greunbaum2023-09-09 18:20:27 -04:00