feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -47,6 +47,16 @@ AGigLineVehicle::AGigLineVehicle(const FObjectInitializer& ObjectInitializer)
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{
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PrimaryActorTick.bCanEverTick = true;
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// Test: if disabling the movement component's tick stops the rise, the component is the writer.
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if (FParse::Param(FCommandLine::Get(), TEXT("novehmover")))
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{
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if (UChaosVehicleMovementComponent* Mover = FindComponentByClass<UChaosVehicleMovementComponent>())
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{
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Mover->SetComponentTickEnabled(false);
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Mover->Deactivate();
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}
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}
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if (USkeletalMeshComponent* Body = GetMesh())
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{
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static ConstructorHelpers::FObjectFinder<USkeletalMesh> MeshFinder(
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@@ -370,6 +380,30 @@ void AGigLineVehicle::Tick(float DeltaSeconds)
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}
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}
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// Name what the body is actually inside. A single huge collision proxy somewhere in this map
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// would explain a positional push at any height.
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{
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static bool bOverlapLogged = false;
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if (!bOverlapLogged && SettleElapsed > 0.3f)
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{
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bOverlapLogged = true;
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if (USkeletalMeshComponent* Body = GetMesh())
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{
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TArray<UPrimitiveComponent*> Overlaps;
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Body->GetOverlappingComponents(Overlaps);
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FString List;
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for (const UPrimitiveComponent* Comp : Overlaps)
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{
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List += FString::Printf(TEXT("%s/%s "),
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Comp->GetOwner() ? *Comp->GetOwner()->GetName() : TEXT("?"),
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*Comp->GetName());
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}
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UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle overlaps: %d [%s]"),
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Overlaps.Num(), *List);
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}
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}
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}
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// Velocity profile: an impulse shows as a spike at t=0, a force as steady growth.
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{
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static float NextSample = 0.0f;
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