Test
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Content/Blueprint/Game/TrackManagerBP.uasset
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BIN
Content/Blueprint/Game/TrackManagerBP.uasset
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@ -3,18 +3,3 @@
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#include "SplineNode.h"
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// Sets default values
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ASplineNode::ASplineNode()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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}
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// Called when the game starts or when spawned
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void ASplineNode::BeginPlay()
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{
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Super::BeginPlay();
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}
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@ -6,37 +6,13 @@
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#include "GameFramework/Actor.h"
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#include "SplineNode.generated.h"
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class USplineComponent;
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const uint8 bClassic = 0b00;
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const uint8 bInverted = 0b01;
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const uint8 bDualSens = 0b10;
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class SplineHolder
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USTRUCT()
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struct FSplineNodeOld
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{
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SplineHolder()
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{
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Spline = nullptr;
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Direction = bDualSens;
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}
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GENERATED_USTRUCT_BODY()
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USplineComponent* Spline;
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uint8 Direction : 3;
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};
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UCLASS()
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class TUTOBEGGINER_API ASplineNode : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ASplineNode();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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TArray<SplineHolder> Splines;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD)
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// TArray<AActor*> Splines;
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FString Name;
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};
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27
Source/TutoBegginer/Game/TrackManager.cpp
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27
Source/TutoBegginer/Game/TrackManager.cpp
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@ -0,0 +1,27 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TrackManager.h"
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// Sets default values
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ATrackManager::ATrackManager()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ATrackManager::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ATrackManager::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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56
Source/TutoBegginer/Game/TrackManager.h
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56
Source/TutoBegginer/Game/TrackManager.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Components/SplineComponent.h"
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#include "TrackManager.generated.h"
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const uint8 bClassic = 0b00;
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const uint8 bInverted = 0b01;
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const uint8 bDualSens = 0b10;
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USTRUCT(BlueprintType, Blueprintable)
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struct FSplineHolder
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD)
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AActor* Spline = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD)
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uint8 Direction = 2;
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};
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USTRUCT(BlueprintType, Blueprintable)
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struct FSplineNode
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD)
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TArray<FSplineHolder> SplineHolder;
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};
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UCLASS()
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class TUTOBEGGINER_API ATrackManager : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ATrackManager();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD)
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TArray<FSplineNode> Nodes;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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@ -12,6 +12,11 @@
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"Engine",
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"UMG"
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]
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},
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{
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"Name": "TutoBegginerEditor",
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"Type": "Editor",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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