- Added field to conditionally enable/disable chunk generation (useful for testmaps) - Re-added projectiles from the FirstPersonCPP template to the Galavant FPCharacter while I'm deciding what I want to do for combat. Backspace is the fire button (testing only, this would be a dumb bind) - Added footstep sound to several animations to hopefully make things feel a bit more solid - Added janky explicit audio playing in FPCharacter for walking sounds. This will be taken out once a full body is used instead of floating arms - Visual Studio Code project is now the Unreal GenerateProjectFiles output - Removed some assets which weren't being used
|5 years ago|
|GalavantUnreal||5 years ago|
|.gitignore||5 years ago|
|LICENSE||7 years ago|
|README.md||5 years ago|
A Galavant front-end using Unreal Engine 4
This will be a really messy project doing various testing/experimentation.
This project depends on
- Galavant, which should be cloned into galavant-unreal/GalavantUnreal/ThirdParty/galavant (or use a symlink) (MIT License)
- PolyVox, which should be cloned into galavant-unreal/GalavantUnreal/ThirdParty/polyvox (pseudo-public domain)
This section is WIP.
Unreal Engine Code Modifications
Galavant requires some modifications to the UE4 code. These can be found in Source/UnrealEnginePatches and can be applied using git. (TODO: Make this process convenient)