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UnrealProject/Lost_Edge/Content/Movies/Images/T_StartupImageA.uasset
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UnrealProject/Lost_Edge/Content/Movies/Images/T_StartupImageA.uasset
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UnrealProject/Lost_Edge/Content/Movies/Images/T_StartupImageB.uasset
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UnrealProject/Lost_Edge/Content/Movies/Images/T_StartupImageB.uasset
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@ -12,7 +12,12 @@ public class Lost_Edge : ModuleRules
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PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "PakFile", //"TextureCompressor",
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"LevelSequence", "MovieScene", "HTTP", "Json", "ApplicationCore", "ProceduralMeshComponent", "Landscape", "MeshDescription", "StaticMeshDescription",
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"AssetRegistry", "UnrealEd", "LevelEditor" }); // "Slate", "SlateCore"
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"AssetRegistry", "LevelEditor", "MoviePlayer", "Slate", "SlateCore" });
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if (Target.bBuildEditor)
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{
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PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
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}
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// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
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@ -3,4 +3,4 @@
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#include "Lost_Edge.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Lost_Edge, "Lost_Edge" );
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IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, Lost_Edge, "Lost_Edge");
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@ -0,0 +1,24 @@
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// Oleg Petruny proprietary.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CommonData.generated.h"
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/**
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* Collection of common/universal/without own scope/specific data values.
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*/
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UCLASS()
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class UCommonData : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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static const TSharedPtr<const FSlateBrush> KindaBlackColorBrush()
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{
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static auto brush = MakeShared<const FSlateColorBrush>(FLinearColor(0.01f, 0.01f, 0.01f));
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return brush;
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}
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};
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@ -8,6 +8,7 @@
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#include "ContentLoader.h"
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#include "CustomGameSettings.h"
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#include "Levels/LevelBase.h"
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#include "LoadingScreen/LoadingScreen.h"
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#include "PlayerBase.h"
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#include "SaveData.h"
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@ -21,11 +22,14 @@ UCustomGameInstance* UCustomGameInstance::instance = nullptr;
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void UCustomGameInstance::Init()
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{
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// init game instance
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UGameInstance::Init();
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instance = this;
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// setup content loader
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contentLoader = NewObject<UContentLoader>(this);
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// setup global singletons
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for(auto& _class : globalInstancesClasses)
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{
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UObject* gi = NewObject<UObject>(_class);
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@ -34,10 +38,16 @@ void UCustomGameInstance::Init()
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}
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globalInstancesClasses.Empty();
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// set current save
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if(auto save = UGameplayStatics::LoadGameFromSlot(saveName, saveIndex))
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saveData = Cast<USaveData>(save);
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else
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saveData = Cast<USaveData>(UGameplayStatics::CreateSaveGameObject(USaveData::StaticClass()));
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// setup loading screen
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loadingScreen = NewObject<ULoadingScreen>(this);
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FCoreUObjectDelegates::PreLoadMap.AddUObject(loadingScreen, &ULoadingScreen::BeginLoadingScreen);
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FCoreUObjectDelegates::PostLoadMapWithWorld.AddUObject(loadingScreen, &ULoadingScreen::EndLoadingScreen);
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}
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void UCustomGameInstance::Shutdown()
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@ -52,6 +52,8 @@ public:
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protected:
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UPROPERTY()
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class UContentLoader* contentLoader;
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UPROPERTY()
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class ULoadingScreen* loadingScreen;
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UPROPERTY(EditDefaultsOnly)
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TSet<TSubclassOf<UObject>> globalInstancesClasses;
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@ -4,7 +4,6 @@
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Components/BoxComponent.h"
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#include "Editor/EditorEngine.h"
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#include "Engine/SkyLight.h"
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#include "Engine/StaticMeshActor.h"
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#include "Landscape.h"
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@ -15,6 +14,9 @@
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#include "ProceduralMeshComponent.h"
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#include "ProceduralMeshConversion.h"
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#include "StaticMeshDescription.h"
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#if WITH_EDITOR
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#include "Editor/EditorEngine.h"
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#endif
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AGrassGenerator::AGrassGenerator()
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{
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@ -44,6 +46,7 @@ void AGrassGenerator::PostEditChangeProperty(FPropertyChangedEvent& PropertyChan
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void AGrassGenerator::Generate()
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{
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#if WITH_EDITOR
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Clear();
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FVector loc = GetActorLocation();
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@ -177,16 +180,20 @@ void AGrassGenerator::Generate()
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mesh->CreateMeshSection(sectionsCount++, vertices, triangles, normals, UVs, {}, {}, false);
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Update();
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#endif
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}
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void AGrassGenerator::Clear()
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{
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#if WITH_EDITOR
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mesh->ClearAllMeshSections();
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sectionsCount = 0;
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#endif
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}
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void AGrassGenerator::Export()
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{
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#if WITH_EDITOR
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const FString actorName = GetName();
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const FString levelName = GetWorld()->GetMapName().RightChop(2);
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const FString levelPath = FPaths::GetPath(GEditor->GetEditorSubsystem<ULevelEditorSubsystem>()->GetCurrentLevel()->GetPathName());
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@ -205,9 +212,7 @@ void AGrassGenerator::Export()
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smeshDesc->SetMeshDescription(meshDesc);
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smesh->BuildFromStaticMeshDescriptions({ smeshDesc }, false, true);
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smesh->GetStaticMaterials().Add({ grassMaterial.LoadSynchronous() });
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#if WITH_EDITOR
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smesh->PostEditChange();
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#endif
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smesh->MarkPackageDirty();
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FAssetRegistryModule::AssetCreated(smesh);
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@ -225,6 +230,7 @@ void AGrassGenerator::Export()
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GEditor->SelectNone(false, true);
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GEditor->SelectActor(smeshActor, true, true);
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GEditor->RedrawAllViewports();
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#endif
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}
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void AGrassGenerator::Update()
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@ -0,0 +1,42 @@
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// Oleg Petruny proprietary.
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#include "LoadingScreen.h"
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#include "MoviePlayer.h"
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#include "SLoadingScreenWidget.h"
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void ULoadingScreen::BeginLoadingScreen(const FString& mapName)
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{
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if(active || IsRunningDedicatedServer())
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return;
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active = true;
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FLoadingScreenAttributes params;
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params.bAutoCompleteWhenLoadingCompletes = false;
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params.MinimumLoadingScreenDisplayTime = 2.0f;
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if(first)
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{
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// Game init loading screen
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first = false;
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params.bMoviesAreSkippable = true;
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params.WidgetLoadingScreen = SNew(SStartupImageWidget)
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.FadeDuration(params.MinimumLoadingScreenDisplayTime);
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}
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else
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{
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// Game level loading screen
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params.WidgetLoadingScreen = SNew(SStartupImageWidget)
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.FadeDuration(params.MinimumLoadingScreenDisplayTime);
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}
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GetMoviePlayer()->SetupLoadingScreen(params);
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}
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void ULoadingScreen::EndLoadingScreen(UWorld* inLoadedWorld)
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{
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if(!active)
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return;
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active = false;
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}
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// Oleg Petruny proprietary.
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#pragma once
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#include "UObject/Object.h"
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#include "LoadingScreen.generated.h"
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UCLASS()
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class ULoadingScreen : public UObject
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{
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GENERATED_BODY()
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public:
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UFUNCTION()
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void BeginLoadingScreen(const FString& mapName);
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UFUNCTION()
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void EndLoadingScreen(UWorld* inLoadedWorld);
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private:
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bool active = false;
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bool first = true;
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};
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// Oleg Petruny proprietary.
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#include "SLoadingScreenWidget.h"
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#include "Engine/Texture2D.h"
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#include "Slate/DeferredCleanupSlateBrush.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Layout/SScaleBox.h"
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#include "CommonData.h"
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namespace
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{
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constexpr auto startupImageA = TEXT("/Script/Engine.Texture2D'/Game/Movies/Images/T_StartupImageA.T_StartupImageA'");
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constexpr auto startupImageB = TEXT("/Script/Engine.Texture2D'/Game/Movies/Images/T_StartupImageB.T_StartupImageB'");
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}
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void SStartupImageWidget::Construct(const FArguments& inArgs)
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{
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FSoftObjectPath assetA{ startupImageA };
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UTexture2D* imageA = Cast<UTexture2D>(assetA.TryLoad());
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check(imageA); // image A loading failed
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FSoftObjectPath assetB{ startupImageB };
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UTexture2D* imageB = Cast<UTexture2D>(assetB.TryLoad());
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check(imageB); // image B loading failed
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// cache brushes into memory
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imageABrush = FDeferredCleanupSlateBrush::CreateBrush(imageA);
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imageBBrush = FDeferredCleanupSlateBrush::CreateBrush(imageB);
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imageAWidget = SNew(SImage).Image(imageABrush->GetSlateBrush()).RenderOpacity(1.0f);
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imageBWidget = SNew(SImage).Image(imageBBrush->GetSlateBrush()).RenderOpacity(0.0f);
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// construct widget
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ChildSlot
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[
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SNew(SBorder)
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.HAlign(HAlign_Fill)
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.VAlign(VAlign_Fill)
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.Padding(0)
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.BorderImage(UCommonData::KindaBlackColorBrush().Get())
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[
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SNew(SScaleBox)
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.HAlign(HAlign_Fill)
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.VAlign(VAlign_Fill)
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.Stretch(EStretch::ScaleToFitY)
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.StretchDirection(EStretchDirection::Both)
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[
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SNew(SOverlay)
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+ SOverlay::Slot()
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[
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imageAWidget.ToSharedRef()
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]
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+ SOverlay::Slot()
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[
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imageBWidget.ToSharedRef()
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]
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+ SOverlay::Slot()
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[
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SNew(STextBlock).Text(FText::FromString(TEXT("Loading...")))
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]
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]
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]
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];
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// start fading
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isFading = true;
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fadeDuration = inArgs._FadeDuration;
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currentTime = 0.0f;
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fadeTickHandle = FTSTicker::GetCoreTicker().AddTicker(
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FTickerDelegate::CreateRaw(this, &SStartupImageWidget::FadeTick),
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0.0f);
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}
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SStartupImageWidget::~SStartupImageWidget()
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{
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isFading = false;
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FTSTicker::GetCoreTicker().RemoveTicker(fadeTickHandle);
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}
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bool SStartupImageWidget::FadeTick(float deltaTime)
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{
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currentTime += deltaTime;
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float fade = currentTime / fadeDuration;
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if(fade > 1.0f)
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{
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fade = 1.0f;
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isFading = false;
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FTSTicker::GetCoreTicker().RemoveTicker(fadeTickHandle);
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}
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imageAWidget->SetRenderOpacity(1.0f - fade);
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imageBWidget->SetRenderOpacity(fade);
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return isFading;
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}
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// Oleg Petruny proprietary.
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#pragma once
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#include "Widgets/SCompoundWidget.h"
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struct FLoadingScreenWidgetArguments
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{
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float fadeDuration = 2.0f;
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};
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class SStartupImageWidget : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SStartupImageWidget) {}
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SLATE_ARGUMENT(float, FadeDuration)
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SLATE_END_ARGS()
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void Construct(const FArguments& inArgs);
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virtual ~SStartupImageWidget();
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private:
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bool FadeTick(float deltaTime);
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TSharedPtr<class FDeferredCleanupSlateBrush> imageABrush;
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TSharedPtr<class FDeferredCleanupSlateBrush> imageBBrush;
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TSharedPtr<SImage> imageAWidget;
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TSharedPtr<SImage> imageBWidget;
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float fadeDuration;
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float currentTime;
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bool isFading = false;
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FTSTicker::FDelegateHandle fadeTickHandle;
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};
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