Merge von neuestem Stand, Konflikte zugunsten von RemoteRepository geloest
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BuildingEscape.code-workspace
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BuildingEscape.code-workspace
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{
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"folders": [
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{
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"path": "."
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},
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{
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"path": "D:\\Arbeit\\UE4\\UE_4.22"
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}
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],
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"settings": {
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"typescript.tsc.autoDetect": "off"
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}
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}
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Content/EVERYTHINGPROGRAMMINGRELATED/Blueprints/Elevator.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Blueprints/Elevator.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Blueprints/Test_BP.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Blueprints/Test_BP.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Widgets/KeyPad_UI.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Widgets/Test_UI.uasset
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Content/EVERYTHINGPROGRAMMINGRELATED/Widgets/Test_UI.uasset
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Content/Levels/TestLevelForMechanics.umap
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Content/Levels/TestLevelForMechanics.umap
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Content/Levels/TestLevelForMechanics_BuiltData.uasset
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Content/Levels/TestLevelForMechanics_BuiltData.uasset
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Content/Textures/Aerial_Asphalt.uasset
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Content/Textures/Aerial_Asphalt.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_ao_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_ao_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_diff_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_diff_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_disp_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_disp_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_nor_1k.uasset
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Content/Textures/Aerial_Asphalt/aerial_asphalt_01_nor_1k.uasset
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Content/Textures/Asphalt.uasset
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Content/Textures/Asphalt.uasset
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Content/Textures/Asphalt/asphalt_02_ao_1k.uasset
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Content/Textures/Asphalt/asphalt_02_ao_1k.uasset
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Content/Textures/Asphalt/asphalt_02_diff_1k.uasset
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Content/Textures/Asphalt/asphalt_02_diff_1k.uasset
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Content/Textures/Asphalt/asphalt_02_disp_1k.uasset
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Content/Textures/Asphalt/asphalt_02_disp_1k.uasset
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Content/Textures/Asphalt/asphalt_02_nor_1k.uasset
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Content/Textures/Asphalt/asphalt_02_nor_1k.uasset
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Content/Textures/Asphalt/asphalt_02_rough_1k.uasset
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Content/Textures/Asphalt/asphalt_02_rough_ao_1k.uasset
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Content/Textures/Asphalt/asphalt_02_rough_ao_1k.uasset
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Content/Textures/BrownPlanks.uasset
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Content/Textures/BrownPlanks.uasset
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Content/Textures/BrownPlanks/brown_planks_03_AO_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_AO_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_Disp_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_Disp_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_Nor_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_Nor_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_bump_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_bump_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_diff_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_diff_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_rough_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_rough_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_spec_1k.uasset
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Content/Textures/BrownPlanks/brown_planks_03_spec_1k.uasset
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Content/Textures/FactoryBrick.uasset
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Content/Textures/LargeRedBricks.uasset
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Content/Textures/MetalPlate.uasset
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Content/Textures/MetalPlate.uasset
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Content/Textures/MetalPlate/metal_plate_AO_1k.uasset
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Content/Textures/MetalPlate/metal_plate_Nor_1k.uasset
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Content/Textures/MetalPlate/metal_plate_Nor_1k.uasset
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Content/Textures/MetalPlate/metal_plate_bump_1k.uasset
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Content/Textures/MetalPlate/metal_plate_bump_1k.uasset
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Content/Textures/MetalPlate/metal_plate_diff_1k.uasset
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Content/Textures/MetalPlate/metal_plate_disp_1k.uasset
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Content/Textures/MetalPlate/metal_plate_disp_1k.uasset
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Content/Textures/MetalPlate/metal_plate_rough_1k.uasset
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Content/Textures/MetalPlate/metal_plate_rough_1k.uasset
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Content/Textures/MetalPlate/metal_plate_spec_1k.uasset
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@ -89,6 +89,17 @@ void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompone
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//move object we are holding
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PhysicsHandle->SetTargetLocation(GetLineTraceEnd());
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}
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// DrawDebugLine(
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// GetWorld(),
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// GetPlayerWorldPosition(),
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// GetLineTraceEnd(),
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// FColor(0, 255 , 0), //red, green, blue,
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// false,
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// 0.f,
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// 0,
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// 5.f
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// );
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}
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FHitResult UGrabber::GetFirstPhysicsBodyInReach() const
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@ -58,11 +58,12 @@ void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
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// ...
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//if(PressurePlate->IsOverlappingActor(ActorThatOpens)) // kann nullpointer + UE4 crash geben
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//if(PressurePlate && PressurePlate->IsOverlappingActor(ActorThatOpens)) //prüft erst, ob es ein actor gibt
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if(TotalMass() > MassToOpenDoor)
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if(TotalMass() >= MassToOpenDoor)
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{
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UE_LOG(LogTemp, Warning, TEXT("TEST OPEN DOOR"));
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OpenDoor(DeltaTime);
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//DoorLastOpened When the door was opened
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DoorLastOpened = GetWorld()->GetTimeSeconds();;
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DoorLastOpened = GetWorld()->GetTimeSeconds();
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}
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else
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