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Alessandro Nuzzo committed May 21, 2015
1 parent 6ce7505 commit 1f224a2
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218 changes: 218 additions & 0 deletions .gitignore
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#################
## Eclipse
#################

*.pydevproject
.project
.metadata
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath

# External tool builders
.externalToolBuilders/

# Locally stored "Eclipse launch configurations"
*.launch

# CDT-specific
.cproject

# PDT-specific
.buildpath


#################
## Visual Studio
#################

## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.

# User-specific files
*.suo
*.user
*.sln.docstates

# Build results

[Dd]ebug/
[Rr]elease/
x64/
build/
[Bb]in/
[Oo]bj/

# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*

*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.log
*.scc

# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile

# Visual Studio profiler
*.psess
*.vsp
*.vspx

# Guidance Automation Toolkit
*.gpState

# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper

# TeamCity is a build add-in
_TeamCity*

# DotCover is a Code Coverage Tool
*.dotCover

# NCrunch
*.ncrunch*
.*crunch*.local.xml

# Installshield output folder
[Ee]xpress/

# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html

# Click-Once directory
publish/

# Publish Web Output
*.Publish.xml
*.pubxml
*.publishproj

# NuGet Packages Directory
## TODO: If you have NuGet Package Restore enabled, uncomment the next line
#packages/

# Windows Azure Build Output
csx
*.build.csdef

# Windows Store app package directory
AppPackages/

# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings

# RIA/Silverlight projects
Generated_Code/

# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm

# SQL Server files
App_Data/*.mdf
App_Data/*.ldf

#############
## Windows detritus
#############

# Windows image file caches
Thumbs.db
ehthumbs.db

# Folder config file
Desktop.ini

# Recycle Bin used on file shares
$RECYCLE.BIN/

# Mac crap
.DS_Store


#############
## Python
#############

*.py[cod]

# Packages
*.egg
*.egg-info
dist/
build/
eggs/
parts/
var/
sdist/
develop-eggs/
.installed.cfg

# Installer logs
pip-log.txt

# Unit test / coverage reports
.coverage
.tox

#Translations
*.mo

#Mr Developer
.mr.developer.cfg
*.lib
*.pdb
Binary file added Binaries/Win64/UE4Editor-CustomControllers.dll
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18 changes: 18 additions & 0 deletions CustomControllers.uplugin
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{
"FileVersion" : 3,

"FriendlyName" : "Custom Controllers Plugin",
"Version" : 1,
"FriendlyVersion" : "1.0",
"EngineVersion" : 1579795,
"Description" : "An example of a plugin which declares its own UObject type. This can be used as a starting point when creating your own plugin.",
"Category" : "Controllers",

"Modules" :
[
{
"Name" : "CustomControllers",
"Type" : "Runtime"
}
]
}
Binary file added Resources/Icon128.png
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22 changes: 22 additions & 0 deletions Source/CustomControllers/CustomControllers.Build.cs
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

namespace UnrealBuildTool.Rules
{
public class CustomControllers : ModuleRules
{
public CustomControllers(TargetInfo Target)
{
PrivateIncludePaths.AddRange(new string[] { "CustomControllers/Private" });
PublicIncludePaths.AddRange(new string[] { "CustomControllers", "CustomControllers/Public" });

PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine"
}
);
}
}
}
37 changes: 37 additions & 0 deletions Source/CustomControllers/Private/AdvPlayerCharacter.cpp
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// Fill out your copyright notice in the Description page of Project Settings.

#include "CustomControllersPrivatePCH.h"

#include "CustomControllers.h"
#include "AdvPlayerCharacter.h"
#include "AdvPlayerController.h"
#include "UnrealNetwork.h"

AAdvPlayerCharacter::AAdvPlayerCharacter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{

}

void AAdvPlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

}

void AAdvPlayerCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);

DOREPLIFETIME_CONDITION(AAdvPlayerCharacter, ViewRotationDelta);
}

FRotator AAdvPlayerCharacter::GetViewRotation() const
{
if (AAdvPlayerController* AdvPC = Cast<AAdvPlayerController>(Controller))
{
return AdvPC->GetViewRotation();
}

return GetActorRotation();
}
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