UE5.5 #9

Merged
oleg.petruny merged 2 commits from UE5.5 into master 2025-01-15 18:00:17 +00:00
30 changed files with 90 additions and 20 deletions
Showing only changes of commit dd26168df9 - Show all commits

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@ -2,9 +2,11 @@
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.Unreal.Workspace",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows10SDK.22621",
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeDesktop",

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@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "5.4",
"EngineAssociation": "5.5",
"Category": "",
"Description": "",
"Modules": [
@ -351,29 +351,11 @@
"Name": "OpenCV",
"Enabled": true
},
{
"Name": "AutoSizeComments",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/ae89a2c4ab384de0a3f213b23de324f3"
},
{
"Name": "RenameTool",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/c6e227383f754209ab1eeb294aa0f6d6"
},
{
"Name": "FlatNodes",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/b719437f3fb54c259b34227363df8cab"
},
{
"Name": "VisualStudioTools",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
"SupportedTargetPlatforms": [
"Win64"
]
},
{
"Name": "FMODStudio",
"Enabled": true

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UnrealProject/Lost_Edge/Plugins/FlatNodes/FlatNodes.uplugin (Stored with Git LFS) Normal file

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@ -7,6 +7,7 @@
#include "EngineUtils.h"
#include "InputMappingContext.h"
#include "Kismet/GameplayStatics.h"
#include "LevelSequenceActor.h"
#include "LevelSequencePlayer.h"
#include "CustomGameInstance.h"

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@ -38,6 +38,13 @@ void AMainGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
cutsceneManager->LockCallback(true);
//cutsceneManager->ClearQueue(); // condition race segfault?
leadLevel.Reset();
widgetsManager.Reset();
cutsceneManager.Reset();
quickTimeEventManager.Reset();
dialogueManager.Reset();
Super::EndPlay(EndPlayReason);
}
bool AMainGameModeBase::SetPause(APlayerController* PC, FCanUnpause CanUnpauseDelegate)