언리얼 엔진에서 'SpawnActorDeferred'는 액터 클래스의 인스턴스를 생성할 수 있게 해주지만 실제 생성은 현재 프레임 끝까지 지연시킨다. 이것은 한 번에 많은 액터를 생성하고 싶을 때나 액터 생성이 성능 면에서 비용이 많이 드는 경우에 유용할 수 있다.

 

목차

     

     


     

     

    Actor Lifecycle

     

     
    Characters
      CAnimInstance.h .cpp
    CPlayer.h .cpp
    Utilities
      CHelpers.h
    CLog.h .cpp
    Weapons
      CBullet.h .cpp
    CMagazine.h .cpp 생성
    CWeapon.h .cpp

    CWeapon_AR4.h .cpp
    CWeaponComponent.h .cpp
    Widget
      CUserWidget_CrossHair.h .cpp
    CUserWidget_HUD.h .cpp

    CGameMode.h .cpp
    Global.h
    CAnimNotifyState_Equip.h .cpp 
    CAnimNotifyState_Reload.h .cpp 생성

     


     

     

     

    Spawn Actor Deferred

     

     

     

     

    SpawnActorDeferred

    • Unreal C++에만 있는 함수. BP에는 없다.
    • 여기서 함수를 조정하면 Begin Play 이전을 조정할 수 있다.
    • On Construction 전에 실행되기 때문에 Spawn 시킨 후 작업(ex. transform, rotation, etc) 후에OnConstruction과 BeginPlay를 진행할 수 있다.  
    • CWeapon에서 void ACWeapon::Eject_Magazine() 377줄에서 사용하였다.

     

     

     

    언리얼 엔진에서 'SpawnActorDeferred'는 액터 클래스의 인스턴스를 생성할 수 있게 해주지만 실제 생성은 현재 프레임 끝까지 지연시킨다. 이것은 한 번에 많은 액터를 생성하고 싶을 때나 액터 생성이 성능 면에서 비용이 많이 드는 경우에 유용할 수 있다.

    SpawnActorDeferred를 호출하면 나중에 액터를 생성하는 데 필요한 모든 정보를 포함하는 "deferred spawn" 개체가 생성된다. 이 오브젝트는 내부 대기열에 추가되고, 프레임 끝에서 언리얼 엔진은 대기열을 통과하여 연기된 모든 액터를 생성한다.

    'SpawnActorDeferred' 사용의 이점 중 하나는 액터가 실제로 생성되기 전에 추가 설정 또는 구성을 수행할 수 있다는 것이다. 예를 들어 초기 속성을 설정하거나 다른 액터에 연결하거나 특정 장면 구성 요소에 추가할 수 있다. 일부 공통 설정을 모두 공유하지만 일부 개별 사용자 정의가 필요한 많은 수의 액터를 생성해야 할 때 유용하다.

    SpawnActorDeferred를 사용하여 지연된 액터를 생성하려면 어느 시점에서 'ProcessDeferredActors' 함수를 호출해야 한다. 지연된 스폰 오브젝트의 내부 대기열을 반복하고 해당 액터를 생성한다.

    전반적으로 'SpawnActorDeferred'는 비용이 많이 드는 액터 생성을 더 적절한 순간까지 연기할 수 있게 함으로써 언리얼 엔진 게임이나 애플리케이션의 성능을 최적화하는 강력한 도구가 될 수 있다

     

     

     

     

    https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Actors/ActorLifecycle/

     

    Actor Lifecycle

    What actually happens when an Actor is loaded or spawned, and eventually dies.

    docs.unrealengine.com

     

     

     


     

     

     

    에셋 추가 및 프로젝트 세팅

     

     


     

     

     

    탄창, 가방 에셋 추가, M_Backpack 생성

     

    탄창과 가방으로 사용할 에셋을 추가한다.

     

    Sketchfab에서 에셋 다운로드

    https://sketchfab.com/

     

    메터리얼 - M_Backpack 생성

     

    M_Backpack

     

     

    Backpack 

    가방 메터리얼 할당

    콜리전 세팅

     

     


     

     

     

    SK_AR4_Skeleton

     

     

    만약 b_gun_mag을 숨겨주면 아래의 b_gun_mag_bullets도 자동으로 숨겨지게 된다. 하위는 상위의 숨김 설정을 따라간다.

     

    아래의 코드의 경우 CWeaponvoid ACWeapon::Eject_Magazine()에서 

    Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None);으로 숨겨줄 때 사용한다.

     

     


     

     

    Skel_Mannequin

     

    소켓 생성 - Rifle_Magazine 생성

     

     


     

     

     

    프로젝트 세팅 - 콜리전

     

    콜리전 Preset - 새 프로파일 - Magazine 추가

    • 콜리전 켜짐: Collision Enabled(Query and Physics)
    • 오브젝트 유형: WorldDynamic
      • WorldStatic은 블록 연산

     

     

     

    CAnimNotifyState_Reload 생성

     

    새 C+ 클래스 - CAnimNotifyState_Reload 생성

     

    CAnimNotifyState_Reload.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Animation/AnimNotifies/AnimNotify.h"
    #include "CAnimNotify_Reload.generated.h"
    UENUM()
    enum class EReloadActionType : uint8
    {
    Eject, Spawn, Load, End,
    };
    UCLASS()
    class U2212_04_API UCAnimNotify_Reload : public UAnimNotify
    {
    GENERATED_BODY()
    private:
    UPROPERTY(EditAnywhere, Category = "Action")
    EReloadActionType ActionType;
    public:
    FString GetNotifyName_Implementation() const override;
    virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
    };

    열거형 추가

    • UENUM() enum class EReloadActionType : uint8 { Eject, Spawn, Load, End, };
      • 탄창 분리, 생성, 결합, 재장전끝

     

     

    CAnimNotifyState_Reload.cpp

    더보기
    #include "CAnimNotify_Reload.h"
    #include "Global.h"
    #include "Weapons/CWeaponComponent.h"
    FString UCAnimNotify_Reload::GetNotifyName_Implementation() const
    {
    return "Reload";
    }
    void UCAnimNotify_Reload::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
    {
    Super::Notify(MeshComp, Animation);
    CheckNull(MeshComp);
    CheckNull(MeshComp->GetOwner());
    UCWeaponComponent* weapon = CHelpers::GetComponent<UCWeaponComponent>(MeshComp->GetOwner());
    CheckNull(weapon);
    switch (ActionType)
    {
    case EReloadActionType::Eject: weapon->Eject_Magazine(); break;
    case EReloadActionType::Spawn: weapon->Spawn_Magazine(); break;
    case EReloadActionType::Load: weapon->Load_Magazine(); break;
    case EReloadActionType::End: weapon->End_Reload(); break;
    }
    }

    헤더에서 생성한 열거형은 switch문을 활용하여 ActionType 별로 분류하여 

    •  weapon->Eject_Magazine()
    •  weapon->Spawn_Magazine()
    •  weapon->Load_Magazine()
    •  weapon->End_Magazine()

    4가지를 상황에 따라 적용한다.

     


     

     

    Rifle_Reload_Montage

     

    노티파이 추가 - CAnimNotify Reload

    • Reload - Action Type: Eject
    • Reload - Action Type: Spawn
    • Reload - Action Type: Load
    • Reload - Action Type: End
    • 4개의 노티파이를 추가하고 Action Type을 각각 맞게 지정해준다.

     

     


     

     

     

     

     

     

    Weapon 세팅

     

     


     

     

    CWeaponComponent

     

    CWeaponComponent.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Components/ActorComponent.h"
    #include "CWeaponComponent.generated.h"
    //BlueprintType을 써서 BP에서 공개되게 한다. 추후에 Animation BP에서 다루어야 한다. 추후에 switch로 Weapon Blending을 할 것이다.
    UENUM(BlueprintType)
    enum class EWeaponType : uint8
    {
    AR4, AK47, Pistol, Max,
    };
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FWeaponTypeChanged, EWeaponType, InPrevType, EWeaponType, InNewType);
    UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
    class U2212_04_API UCWeaponComponent : public UActorComponent
    {
    GENERATED_BODY()
    private:
    UPROPERTY(EditAnywhere, Category = "Settings")
    TArray<TSubclassOf<class ACWeapon>> WeaponClasses; //Spawn시킬 때 class 타입을 TSubclassOf로 명시해준다. TArray는 그것에 대한 배열이다.
    UPROPERTY(EditAnywhere, Category = "Settings")
    TSubclassOf<class UCUserWidget_HUD> HUDClass;
    public:
    FORCEINLINE bool IsUnarmedMode() { return Type == EWeaponType::Max; }//Max는 아무것도 선택안한 상황.
    FORCEINLINE bool IsAR4Mode() { return Type == EWeaponType::AR4; }
    FORCEINLINE bool IsAK47Mode() { return Type == EWeaponType::AK47; }
    FORCEINLINE bool IsPistolMode() { return Type == EWeaponType::Pistol; }
    public:
    // Sets default values for this component's properties
    UCWeaponComponent();
    protected:
    // Called when the game starts
    virtual void BeginPlay() override;
    public:
    // Called every frame
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
    private:
    class ACWeapon* GetCurrWeapon();//현재 무기를 리턴
    public:
    void SetUnarmedMode();
    void SetAR4Mode();
    //void SetAK47Mode();
    //void SetPistolMode();
    private:
    void SetMode(EWeaponType InType);
    void ChangeType(EWeaponType InType);
    public:
    void Begin_Equip();
    void End_Equip();
    public:
    void Begin_Aim();
    void End_Aim();
    public:
    void Begin_Fire();
    void End_Fire();
    public:
    bool IsInAim();
    FVector GetLeftHandLocation();
    public:
    void ToggleAutoFire(); //연사 토글
    public:
    void Reload(); //재장전
    void Eject_Magazine();
    void Spawn_Magazine();
    void Load_Magazine();
    void End_Reload();
    public:
    FWeaponTypeChanged OnWeaponTypeChanged;
    private:
    EWeaponType Type = EWeaponType::Max; //Max는 아무것도 선택안한 상황.
    private:
    class ACPlayer* Owner; //플레이어 변수
    TArray<class ACWeapon*> Weapons; //무기 배열 변수
    class UCUserWidget_HUD* HUD;
    };

    탄창 분리, 생성, 결합, 재장전 끝내기 함수 추가

    • void Eject_Magazine();
    • void Spawn_Magazine();
    • void Load_Magazine();
    • void End_Reload();

     

     

    CWeaponComponent.cpp

    더보기
    #include "Weapons/CWeaponComponent.h"
    #include "Global.h"
    #include "CWeapon.h"
    #include "Character/CPlayer.h"
    #include "Widgets/CUserWidget_HUD.h"
    UCWeaponComponent::UCWeaponComponent()
    {
    PrimaryComponentTick.bCanEverTick = true;
    CHelpers::GetClass<UCUserWidget_HUD>(&HUDClass, "WidgetBlueprint'/Game/Widgets/WB_HUB.WB_HUB_C'");
    }
    void UCWeaponComponent::BeginPlay()
    {
    Super::BeginPlay();
    Owner = Cast<ACPlayer>(GetOwner());
    CheckNull(Owner);
    FActorSpawnParameters params;
    params.Owner = Owner;
    params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    //받은 타입을 Spawn 시킨다.
    for(TSubclassOf<ACWeapon> weaponClass : WeaponClasses)
    {
    if(!!weaponClass)
    {
    ACWeapon* weapon = Owner->GetWorld()->SpawnActor<ACWeapon>(weaponClass, params);//weaponClass 타입으로 Spawn시킨다.
    Weapons.Add(weapon);
    }
    }
    if(!!HUDClass)
    {
    HUD = CreateWidget<UCUserWidget_HUD, APlayerController>(Owner->GetController<APlayerController>(), HUDClass);
    HUD->AddToViewport(); //Viewport에 추가
    HUD->SetVisibility(ESlateVisibility::Hidden);//숨김
    }
    }
    // Called every frame
    void UCWeaponComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
    {
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
    if (!!HUD)
    {
    if (!!GetCurrWeapon()) //현재 무기가 있다면
    GetCurrWeapon()->IsAutoFire() ? HUD->OnAutoFire() : HUD->OffAutoFire(); //연사 3항 연산자 OnOff 스위치
    else //현재 무기가 없다면
    HUD->OffAutoFire(); //연사 해제
    if(!!GetCurrWeapon()) //현재 무기가 있다면
    {
    uint8 currCount = GetCurrWeapon()->GetCurrMagazineCount(); //현재 무기의 현재 탄 수
    uint8 maxCount = GetCurrWeapon()->GetMaxMagazineCount(); //현재 무기의 최대 탄 수
    HUD->UpdateMagazine(currCount, maxCount); //HUD에 탄 수 업데이트
    }
    }
    }
    ACWeapon* UCWeaponComponent::GetCurrWeapon()
    {
    CheckTrueResult(IsUnarmedMode(), nullptr);//IsUnarmedMode가 true면 무기 리턴해줄수 없으므로 nullptr로 리턴
    return Weapons[(int32)Type]; //BP의 to int //현재 선택된 Weapon을 리턴해준다.
    }
    void UCWeaponComponent::SetUnarmedMode()
    {
    CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크
    GetCurrWeapon()->Unequip(); //무기 해제
    ChangeType(EWeaponType::Max);//현재 무기를 Max로 바꾸어줌(Max는 아무것도 선택안한 상태)
    HUD->SetVisibility(ESlateVisibility::Hidden);//무기가 없을때 화면에서 숨겨준다.
    }
    void UCWeaponComponent::SetAR4Mode()
    {
    SetMode(EWeaponType::AR4);
    }
    void UCWeaponComponent::SetMode(EWeaponType InType)
    {
    if(Type == InType) //현재 무기와 장착하려는 무기가 같은 경우
    {
    SetUnarmedMode(); //무기 장착 해제
    return; //무기 장착 해제 후 리턴
    }
    else if (IsUnarmedMode() == false)
    {
    CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크
    GetCurrWeapon()->Unequip(); //무기 해제
    }
    CheckNull(Weapons[(int32)InType]); //장착될 무기가 있는지 체크
    CheckFalse(Weapons[(int32)InType]->CanEquip());//장착될 무기가 장착될 수 있는 상황인지 체크
    Weapons[(int32)InType]->Equip(); // 무기 장착
    ChangeType(InType); //무기 변경 알려줌
    if (!!HUD)
    HUD->SetVisibility(ESlateVisibility::Visible);//화면에 보이도록 켜줌.
    }
    void UCWeaponComponent::ChangeType(EWeaponType InType)
    {
    EWeaponType type = Type;
    Type = InType; //기존의 무기 타입에서 바뀐 무기 타입을 넣어줌.
    if (OnWeaponTypeChanged.IsBound())
    OnWeaponTypeChanged.Broadcast(type, InType);//기존 무기 타입, 바뀐 무기 타입
    }
    void UCWeaponComponent::Begin_Equip()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Begin_Equip();
    }
    void UCWeaponComponent::End_Equip()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Equip();
    }
    void UCWeaponComponent::Begin_Aim()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Begin_Aim();
    }
    void UCWeaponComponent::End_Aim()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Aim();
    }
    void UCWeaponComponent::Begin_Fire()
    {
    CheckNull(GetCurrWeapon());
    CheckFalse(GetCurrWeapon()->CanFire());
    GetCurrWeapon()->Begin_Fire();
    }
    void UCWeaponComponent::End_Fire()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Fire();
    }
    bool UCWeaponComponent::IsInAim()
    {
    CheckNullResult(GetCurrWeapon(), false);
    return GetCurrWeapon()->IsInAim();
    }
    FVector UCWeaponComponent::GetLeftHandLocation()
    {
    CheckNullResult(GetCurrWeapon(), FVector::ZeroVector);
    return GetCurrWeapon()->GetLeftHandLocation();
    }
    void UCWeaponComponent::ToggleAutoFire()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->ToggleAutoFire();
    }
    void UCWeaponComponent::Reload()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Reload();
    }
    void UCWeaponComponent::Eject_Magazine()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Eject_Magazine();
    }
    void UCWeaponComponent::Spawn_Magazine()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Spawn_Magazine();
    }
    void UCWeaponComponent::Load_Magazine()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Load_Magazine();
    }
    void UCWeaponComponent::End_Reload()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Reload();
    }

    탄창 분리, 생성, 결합, 재장전 끝내기 함수 정의. 

    • void UCWeaponComponent::Eject_Magazine() { GetCurrWeapon()->Eject_Magazine(); }
    • void UCWeaponComponent::Spawn_Magazine() { GetCurrWeapon()->Spawn_Magazine(); }
    • void UCWeaponComponent::Load_Magazine() { GetCurrWeapon()->Load_Magazine(); }
    • void UCWeaponComponent::End_Reload() { GetCurrWeapon()->End_Reload(); }

     


     

     

     

    CWeapon

     

    CWeapon.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "CWeapon.generated.h"
    //직렬화 해야하는 struct는 클래스 사이에 선언해야 한다.
    USTRUCT()
    struct FWeaponAimData
    {
    GENERATED_BODY()
    public:
    UPROPERTY(EditAnywhere)
    float TargetArmLength;
    UPROPERTY(EditAnywhere)
    FVector SocketOffset;
    UPROPERTY(EditAnywhere)
    float FieldOfView;
    UPROPERTY(EditAnywhere)
    bool bEnableCameraLag;
    public:
    void SetData(class ACharacter* InOwner);
    void SetDataByNoneCurve(class ACharacter* InOwner);
    };
    //abstract를 쓰면 Unreal Editor에서 추상 베이스 클래스로 취급하겠다는 의미. 추상이되면 배치시킬 수 없다.
    UCLASS(abstract)
    class U2212_04_API ACWeapon : public AActor
    {
    GENERATED_BODY()
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FName HolsterSocketName;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    class UAnimMontage* EquipMontage;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    float EquipMontage_PlayRate;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FName RightHandSocketName;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FVector LeftHandLocation;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    FWeaponAimData BaseData;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    FWeaponAimData AimData;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    class UCurveFloat* AimCurve;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    float AimingSpeed = 200;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    float HitDistance = 3000;
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    class UMaterialInstanceConstant* HitDecal;
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    class UParticleSystem* HitParticle;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class UParticleSystem* FlashParticle;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class UParticleSystem* EjectParticle;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class USoundWave* FireSound;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float RecoilAngle; //Cone의 각도
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    TSubclassOf<class UMatineeCameraShake> CameraShakeClass;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float AutoFireInterval; //연사 시간간격
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float RecoilRate; //반동률
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float SpreadSpeed; //얼마나 빨리 벌려질거냐
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float MaxSpreadAlignment; //얼마나 넓게 벌려질거냐
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    TSubclassOf<class ACBullet> BulletClass;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "UI")
    TSubclassOf<class UCUserWidget_CrossHair> CrossHairClass; //CrossHair
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    uint8 MaxMagazineCount;
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    class UAnimMontage* ReloadMontage;
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    float ReloadMontage_PlayRate;
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    FName MagazineBoneName; //탄창이 숨겨졌다 보이게 바뀌는 BoneName
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    TSubclassOf<class ACMagazine> MagazineClass;
    UPROPERTY(EditDefaultsOnly, Category = "Magazine")
    FName MagazineSocketName;
    private:
    UPROPERTY(VisibleAnywhere)
    class USceneComponent* Root;
    protected:
    UPROPERTY(VisibleAnywhere)
    class USkeletalMeshComponent* Mesh;
    private:
    UPROPERTY(VisibleAnywhere)
    class UTimelineComponent* Timeline;
    public:
    FORCEINLINE bool IsInAim() { return bInAim; }
    FORCEINLINE bool IsAutoFire() { return bAutoFire; }
    FORCEINLINE FVector GetLeftHandLocation() { return LeftHandLocation; }
    FORCEINLINE uint8 GetCurrMagazineCount() { return CurrMagazineCount; } //현재 탄 수
    FORCEINLINE uint8 GetMaxMagazineCount() { return MaxMagazineCount; } //최대 탄 수
    public:
    ACWeapon();
    protected:
    virtual void BeginPlay() override;
    public:
    virtual void Tick(float DeltaTime) override;
    public:
    bool CanEquip();
    void Equip();
    void Begin_Equip();
    void End_Equip();
    bool CanUnequip();
    void Unequip();
    public:
    bool CanAim();
    void Begin_Aim();
    void End_Aim();
    private:
    UFUNCTION()
    void OnAiming(float Output); //조준
    public:
    bool CanFire();
    void Begin_Fire();
    void End_Fire();
    private:
    UFUNCTION()
    void OnFiring(); //연사
    public:
    void ToggleAutoFire(); //연사 On Off 토글
    public:
    bool CanReload();
    void Reload();
    void Eject_Magazine();
    void Spawn_Magazine();
    void Load_Magazine();
    void End_Reload();
    private:
    bool bEquipping;
    bool bInAim;
    bool bFiring;
    bool bReload;
    bool bAutoFire = true;
    private:
    class ACPlayer* Owner;
    private:
    FTimerHandle AutoFireHandle; //타이머 핸들 추가
    private:
    class UCUserWidget_CrossHair* CrossHair;
    private:
    float CurrSpreadRadius;
    float LastAddSpreadTime;
    private:
    uint8 CurrMagazineCount; //현재 탄 수
    private:
    class ACMagazine* Magazine;
    };

    함수 추가

    • void Eject_Magazine();
    • void Spawn_Magazine();
    • void Load_Magazine();
    • void End_Reload();

     

     

    CWeapon.cpp

    더보기
    #include "Weapons/CWeapon.h"
    #include "Global.h"
    #include "CBullet.h"
    #include "CMagazine.h"
    #include "Character/CPlayer.h"
    #include "Components/SkeletalMeshComponent.h"
    #include "Components/TimelineComponent.h"
    #include "Components/DecalComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "Camera/CameraComponent.h"
    #include "Camera/CameraShake.h"
    #include "Materials/MaterialInstanceConstant.h"
    #include "Particles/ParticleSystem.h"
    #include "Widgets/CUserWidget_CrossHair.h"
    void FWeaponAimData::SetData(ACharacter* InOwner)
    {
    USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner);
    springArm->TargetArmLength = TargetArmLength;
    springArm->SocketOffset = SocketOffset;
    springArm->bEnableCameraLag = bEnableCameraLag;
    }
    void FWeaponAimData::SetDataByNoneCurve(ACharacter* InOwner)
    {
    USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner);
    springArm->TargetArmLength = TargetArmLength;
    springArm->SocketOffset = SocketOffset;
    springArm->bEnableCameraLag = bEnableCameraLag;
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(InOwner);
    camera->FieldOfView = FieldOfView; //curve를 이용하여 FieldOfView를 만들어준다.
    }
    ACWeapon::ACWeapon()
    {
    PrimaryActorTick.bCanEverTick = true;
    CHelpers::CreateComponent<USceneComponent>(this, &Root, "Root");
    CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Mesh, "Mesh", Root);
    CHelpers::CreateActorComponent<UTimelineComponent>(this, &Timeline, "Timeline");
    //CurveFloat
    CHelpers::GetAsset<UCurveFloat>(&AimCurve, "CurveFloat'/Game/Character/Weapons/Curve_Aim.Curve_Aim'");
    CHelpers::GetAsset<UMaterialInstanceConstant>(&HitDecal, "MaterialInstanceConstant'/Game/Materials/M_Decal_Inst.M_Decal_Inst'");
    CHelpers::GetAsset<UParticleSystem>(&HitParticle, "ParticleSystem'/Game/Effects/P_Impact_Default.P_Impact_Default'");
    CHelpers::GetAsset<UParticleSystem>(&FlashParticle, "ParticleSystem'/Game/Effects/P_Muzzleflash.P_Muzzleflash'");
    CHelpers::GetAsset<UParticleSystem>(&EjectParticle, "ParticleSystem'/Game/Effects/P_Eject_bullet.P_Eject_bullet'");
    CHelpers::GetAsset<USoundWave>(&FireSound, "SoundWave'/Game/Sounds/S_RifleShoot.S_RifleShoot'");
    CHelpers::GetClass<ACBullet>(&BulletClass, "Blueprint'/Game/Weapons/BP_CBullet.BP_CBullet_C'");
    }
    void ACWeapon::BeginPlay()
    {
    Super::BeginPlay();
    Owner = Cast<ACPlayer>(GetOwner());
    if (HolsterSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName);
    BaseData.SetDataByNoneCurve(Owner);
    if(!!AimCurve)
    {
    FOnTimelineFloat timeline;
    timeline.BindUFunction(this, "OnAiming");
    Timeline->AddInterpFloat(AimCurve, timeline); //이벤트 객체를 다룸.
    Timeline->SetLooping(false);
    Timeline->SetPlayRate(AimingSpeed);
    }
    if(!!CrossHairClass)
    {
    CrossHair = CreateWidget<UCUserWidget_CrossHair, APlayerController>(Owner->GetController<APlayerController>(), CrossHairClass);
    CrossHair->AddToViewport();
    CrossHair->SetVisibility(ESlateVisibility::Hidden);
    CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment);
    }
    CurrMagazineCount = MaxMagazineCount; //현재 탄 수 = 최대 탄 수로 설정하고 시작.
    }
    void ACWeapon::Tick(float DeltaTime)
    {
    Super::Tick(DeltaTime);
    if(LastAddSpreadTime >= 0.0f) //쏘고 있었다면
    {
    if(GetWorld()->GetTimeSeconds() - LastAddSpreadTime >= AutoFireInterval + 0.25f)
    {
    CurrSpreadRadius = 0.0f; //CrossHair 현재값
    LastAddSpreadTime = 0.0f; //마지막으로 추가한 시간
    if (!!CrossHair)
    CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment);
    } //if
    }
    }
    bool ACWeapon::CanEquip()
    {
    bool b = false;
    //3개 다 false일 때 b = false
    //3개 중 하나라도 true면 b = true
    b |= bEquipping;
    b |= bReload;
    b |= bFiring;
    return !b; //b = false일 때 True를 리턴
    }
    void ACWeapon::Equip()
    {
    bEquipping = true;
    if (!!EquipMontage)
    Owner->PlayAnimMontage(EquipMontage, EquipMontage_PlayRate);
    }
    void ACWeapon::Begin_Equip()
    {
    if (RightHandSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), RightHandSocketName);
    }
    void ACWeapon::End_Equip()
    {
    bEquipping = false;
    if (!!CrossHair)
    CrossHair->SetVisibility(ESlateVisibility::Visible);
    }
    bool ACWeapon::CanUnequip()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bFiring;
    return !b;
    }
    void ACWeapon::Unequip()
    {
    if (HolsterSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName);
    if (!!CrossHair) //무기해제 시 CrossHair가 있으면
    CrossHair->SetVisibility(ESlateVisibility::Hidden);//CrossHair 꺼줌
    }
    bool ACWeapon::CanAim()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bInAim;
    return !b;
    }
    void ACWeapon::Begin_Aim()
    {
    bInAim = true;
    //우리는 생성자 ACWeapon()에서 AimCurve를 가져왔다.
    if (!!AimCurve) //AimCurve가 있으면 true, 없으면 nullptr이기 때문에 false
    {
    Timeline->PlayFromStart();
    AimData.SetData(Owner);
    return;
    }
    AimData.SetDataByNoneCurve(Owner);
    }
    void ACWeapon::End_Aim()
    {
    CheckFalse(bInAim);
    bInAim = false;
    if (!!AimCurve)
    {
    Timeline->ReverseFromEnd();
    BaseData.SetData(Owner);
    return;
    }
    BaseData.SetDataByNoneCurve(Owner);
    }
    void ACWeapon::OnAiming(float Output)
    {
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner);
    camera->FieldOfView = FMath::Lerp(AimData.FieldOfView, BaseData.FieldOfView, Output);
    }
    bool ACWeapon::CanFire()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bFiring; //발사하고 있는지
    return !b;
    }
    void ACWeapon::Begin_Fire()
    {
    bFiring = true;
    if(bAutoFire)
    {
    GetWorld()->GetTimerManager().SetTimer(AutoFireHandle, this, &ACWeapon::OnFiring, AutoFireInterval, true, 0);
    return;
    }
    OnFiring();
    }
    void ACWeapon::End_Fire()
    {
    CheckFalse(bFiring);
    if(GetWorld()->GetTimerManager().IsTimerActive(AutoFireHandle))//AutoFireHandle이 활성화 있다면
    {
    GetWorld()->GetTimerManager().ClearTimer(AutoFireHandle);//AutoFireHandle 해제
    }
    bFiring = false;
    }
    void ACWeapon::OnFiring()
    {
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner);
    FVector direction = camera->GetForwardVector();
    FTransform transform = camera->GetComponentToWorld();
    FVector start = transform.GetLocation() + direction; //눈알 안보다 앞쪽으로 설정하기 때문에 쏘는 방향쪽으로 조금 더해준다.
    // Cone 모양의 탄착군 형성. 나갈방향(direction). 몇 도로 만들것인가(RecoilAngle). CWeapon_AR4에서 RecoilAngle의 Default값을 설정하였다.
    direction = UKismetMathLibrary::RandomUnitVectorInConeInDegrees(direction, RecoilAngle);
    FVector end = transform.GetLocation() + direction * HitDistance;
    //DrawDebugLine(GetWorld(), start, end, FColor::Red, true, 5);
    TArray<AActor*> ignores;
    FHitResult hitResult;
    UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery1, false, ignores, EDrawDebugTrace::None, hitResult,true);
    if(hitResult.bBlockingHit) //발사한 LineTrace가 Object에 맞아 Block 충돌이 되었다면
    {
    if (!!HitDecal)
    {
    FRotator rotator = hitResult.ImpactNormal.Rotation(); //HitDecal이 붙을 방향(rotator) = 충돌된 곳의 Normal 방향
    UDecalComponent* decal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), HitDecal, FVector(5), hitResult.Location, rotator, 10);
    decal->SetFadeScreenSize(0);
    }
    if(!!HitParticle)
    {
    //hit된 지점으로부터 최초로 쏜 지점(=나)을 향하도록 설정.
    FRotator rotator = UKismetMathLibrary::FindLookAtRotation(hitResult.Location, hitResult.TraceStart);
    //Particle이 충돌위치에서 쏜 위치를 향햐도록 나옴.
    UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), HitParticle, hitResult.Location, rotator);
    }
    }
    if (!!FlashParticle) //Muzzle에서 나오는 FlashParticle
    UGameplayStatics::SpawnEmitterAttached(FlashParticle, Mesh, "Muzzle", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset);
    if (!!EjectParticle) //Eject에서 나오는 EjectParticle. 탄피.
    UGameplayStatics::SpawnEmitterAttached(EjectParticle, Mesh, "Eject", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset);
    //muzzleLocation 변수를 소켓으로 만든 muzzle 위치로 잡아준다.
    FVector muzzleLocation = Mesh->GetSocketLocation("Muzzle");
    if (!!FireSound)
    UGameplayStatics::SpawnSoundAtLocation(GetWorld(), FireSound, muzzleLocation);
    if(!!CameraShakeClass)
    {
    //PlayerCameraManager는 PlayerController에 있으므로 PlayerController를 가져온다.
    APlayerController* controller = Owner->GetController<APlayerController>();
    if (!!controller)
    controller->PlayerCameraManager->StartCameraShake(CameraShakeClass);
    }
    Owner->AddControllerPitchInput(-RecoilRate * UKismetMathLibrary::RandomFloatInRange(0.8f, 1.2f));
    if (CurrSpreadRadius <= 1.0f)
    {
    //쏘는 동안 계속 CrossHair의 크기를 가산한다.
    CurrSpreadRadius += SpreadSpeed * GetWorld()->GetDeltaSeconds();
    if (!!CrossHair)
    CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment);
    }
    LastAddSpreadTime = GetWorld()->GetTimeSeconds(); //마지막 시간을 저장. Tick에서 이 값을 사용한다.
    if(!!BulletClass)
    {
    FVector location = Mesh->GetSocketLocation("Muzzle_Bullet");
    FActorSpawnParameters params;
    params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    //Bullet을 Spawn시킨다.
    ACBullet* bullet = GetWorld()->SpawnActor<ACBullet>(BulletClass, location, direction.Rotation(), params);
    if (!!bullet)
    bullet->Shoot(direction);
    }
    if(CurrMagazineCount >= 1) //쏠 때마다 현재 탄 수를 줄여준다.
    {
    CurrMagazineCount--;
    }
    else
    {
    if (CanReload())
    Reload();
    }
    }
    void ACWeapon::ToggleAutoFire()
    {
    bAutoFire = !bAutoFire;
    }
    bool ACWeapon::CanReload()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    return !b;
    }
    void ACWeapon::Reload()
    {
    bReload = true;
    End_Aim();
    End_Fire();
    if (!!ReloadMontage) //재장전 몽타주가 있다면
    Owner->PlayAnimMontage(ReloadMontage, ReloadMontage_PlayRate); //몽타주 애니메이션 플레이
    }
    void ACWeapon::Eject_Magazine()
    {
    if (MagazineBoneName.IsValid()) //MagazineBoneName이 있다면. CWeapon_AR4에 MagazineBoneName을 설정했다.
    Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None); //MagazineBoneName이하를 숨겨준다. 이 때, Physics는 꺼준다.
    CheckNull(MagazineClass);
    FTransform transform = Mesh->GetSocketTransform(MagazineBoneName);
    ACMagazine* magazine = GetWorld()->SpawnActorDeferred<ACMagazine>(MagazineClass, transform, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
    magazine->SetEject();
    magazine->SetLifeSpan(5);
    magazine->FinishSpawning(transform);
    }
    void ACWeapon::Spawn_Magazine()
    {
    CheckNull(MagazineClass);
    FActorSpawnParameters params;
    params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    Magazine = GetWorld()->SpawnActor<ACMagazine>(MagazineClass, params);
    CHelpers::AttachTo(Magazine, Owner->GetMesh(), MagazineSocketName);
    }
    void ACWeapon::Load_Magazine()
    {
    CurrMagazineCount = MaxMagazineCount;
    if (MagazineBoneName.IsValid())
    Mesh->UnHideBoneByName(MagazineBoneName);//재장전 후에 MagazineBoneName이하를 보이게 켜준다.
    if (!!Magazine)
    Magazine->Destroy();
    }
    void ACWeapon::End_Reload()
    {
    bReload = false;
    }

    함수 정의

    • void ACWeapon::Eject_Magazine() {  }
    • void ACWeapon::Spawn_Magazine() {  }
    • void ACWeapon::Load_Magazine() {  }
    • void ACWeapon::End_Reload() {  }

     

     

    SpawnActorDeferred 부분 코드 하이라이트

    더보기
    void ACWeapon::Eject_Magazine()
    {
    if (MagazineBoneName.IsValid()) //MagazineBoneName이 있다면. CWeapon_AR4에 MagazineBoneName을 설정했다.
    Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None); //MagazineBoneName이하를 숨겨준다. 이 때, Physics는 꺼준다.
    CheckNull(MagazineClass);
    FTransform transform = Mesh->GetSocketTransform(MagazineBoneName);
    ACMagazine* magazine = GetWorld()->SpawnActorDeferred<ACMagazine>(MagazineClass, transform, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
    magazine->SetEject();
    magazine->SetLifeSpan(5);
    magazine->FinishSpawning(transform);
    }

    SpawnActorDeferred는 맨 위의 설명 참조

     


     

     

    CWeapon_AR4

     

    CWeapon_AR4.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Weapons/CWeapon.h"
    #include "CWeapon_AR4.generated.h"
    UCLASS()
    class U2212_04_API ACWeapon_AR4 : public ACWeapon
    {
    GENERATED_BODY()
    public:
    ACWeapon_AR4();
    };

    변경사항 없음.

     

     

    CWeapon_AR4.cpp

    더보기
    #include "Weapons/CWeapon_AR4.h"
    #include "Global.h"
    #include "CMagazine.h"
    #include "Components/SkeletalMeshComponent.h"
    #include "Animation/AnimMontage.h"
    #include "Camera/CameraShake.h"
    #include "Widgets/CUserWidget_CrossHair.h"
    ACWeapon_AR4::ACWeapon_AR4()
    {
    USkeletalMesh* mesh;
    CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/FPS_Weapon_Bundle/Weapons/Meshes/AR4/SK_AR4.SK_AR4'");
    Mesh->SetSkeletalMesh(mesh);
    //Equip
    {
    HolsterSocketName = "Rifle_AR4_Holster";
    CHelpers::GetAsset<UAnimMontage>(&EquipMontage, "AnimMontage'/Game/Character/Animations/Rifle_Equip_Montage.Rifle_Equip_Montage'");
    EquipMontage_PlayRate = 2.0f;
    RightHandSocketName = "Rifle_AR4_RightHand";
    LeftHandLocation = FVector(-32.5f, 15.5f, 7);
    }
    //Aim
    {
    BaseData.bEnableCameraLag = true;
    BaseData.TargetArmLength = 200;
    BaseData.SocketOffset = FVector(0, 50, 15);
    BaseData.FieldOfView = 90;
    AimData.bEnableCameraLag = false;
    AimData.TargetArmLength = 80;
    AimData.SocketOffset = FVector(0, 55, 10);
    AimData.FieldOfView = 65;
    }
    //Fire
    {
    RecoilAngle = 0.75f;
    CHelpers::GetClass<UMatineeCameraShake>(&CameraShakeClass, "Blueprint'/Game/Weapons/BP_CameraShake_AR4.BP_CameraShake_AR4_C'");
    AutoFireInterval = 0.15f; //연사 시간간격
    RecoilRate = 0.05f;
    SpreadSpeed = 2.0f;
    MaxSpreadAlignment = 2.0f;
    }
    //UI
    {
    CHelpers::GetClass<UCUserWidget_CrossHair>(&CrossHairClass, "WidgetBlueprint'/Game/Widgets/WB_CrossHair.WB_CrossHair_C'");
    }
    //Magazine
    {
    MaxMagazineCount = 30; //최대 탄 수 = 30으로 설정
    CHelpers::GetAsset<UAnimMontage>(&ReloadMontage, "AnimMontage'/Game/Character/Animations/Rifle_Reload_Montage.Rifle_Reload_Montage'");
    ReloadMontage_PlayRate = 1.5f;
    MagazineBoneName = "b_gun_mag";
    CHelpers::GetClass<ACMagazine>(&MagazineClass, "Blueprint'/Game/Weapons/BP_CMagazine_AR4.BP_CMagazine_AR4_C'");
    MagazineSocketName = "Rifle_Magazine";
    }
    }

    Magazine 설정

    • MagazineBoneName = "b_gun_mag";
    • CHelpers::GetClass<ACMagazine>(&MagazineClass, "Blueprint'/Game/Weapons/BP_CMagazine_AR4.BP_ CMagazine_AR4_C'");
    • MagazineSocketName = "Rifle_Magazine";

     

     

    CMagazine

     

    새 C++ 클래스 - Actor - CMagazine 생성

     

    CMagazine.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "CMagazine.generated.h"
    UCLASS()
    class U2212_04_API ACMagazine : public AActor
    {
    GENERATED_BODY()
    private:
    UPROPERTY(VisibleAnywhere)
    class USceneComponent* Root;
    UPROPERTY(VisibleAnywhere)
    class UStaticMeshComponent* Mesh_Full;
    UPROPERTY(VisibleAnywhere)
    class UStaticMeshComponent* Mesh_Empty;
    public:
    ACMagazine();
    protected:
    virtual void BeginPlay() override;
    public:
    void SetEject();
    private:
    bool bEject;
    };

    함수 

    • void SetEject();

    변수 

    • bool bEject;

     

     

    CMagazine.cpp

    더보기
    #include "Weapons/CMagazine.h"
    #include "Global.h"
    #include "Components/StaticMeshComponent.h"
    ACMagazine::ACMagazine()
    {
    CHelpers::CreateComponent<USceneComponent>(this, &Root, "Root");
    CHelpers::CreateComponent<UStaticMeshComponent>(this, &Mesh_Full, "Mesh_Full", Root);
    CHelpers::CreateComponent<UStaticMeshComponent>(this, &Mesh_Empty, "Mesh_Empty", Root);
    UStaticMesh* mesh;
    CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh'/Game/FPS_Weapon_Bundle/SM_AR4_Mag.SM_AR4_Mag'");
    Mesh_Full->SetStaticMesh(mesh);
    Mesh_Full->SetCollisionProfileName("Magazine");
    CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh'/Game/FPS_Weapon_Bundle/SM_AR4_Mag_Empty.SM_AR4_Mag_Empty'");
    Mesh_Empty->SetStaticMesh(mesh);
    Mesh_Empty->SetCollisionProfileName("Magazine");
    }
    void ACMagazine::BeginPlay()
    {
    Super::BeginPlay();
    if (bEject == false)
    Mesh_Full->SetVisibility(true); //총알이 담겨있는 탄창 보임
    }
    void ACMagazine::SetEject()
    {
    //BeginPlay보다 먼저 호출된다.
    bEject = true;
    Mesh_Full->SetVisibility(false); //총알이 담겨있는 탄창 숨겨줌
    Mesh_Empty->SetSimulatePhysics(true);//비어있는 탄창 피직스 켜줌
    }

    탄창 생성

    • CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh 경로");
    • Mesh_Full->SetStaticMesh(mesh);
    • Mesh_Full->SetCollisionProfileName("Magazine");

     

    빈 탄창 생성

    • CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh 경로");
    • Mesh_Empty->SetStaticMesh(mesh);
    • Mesh_Empty->SetCollisionProfileName("Magazine");

     

    함수 정의

    • void ACMagazine::SetEject();

     


     

     

    실행화면

     

     

     

     

     


     

     

     

     

     

    ABP: Animation Blueprint
    AN: Blueprint Class AnimNotify
    ANS: Blueprint Class - AnimNotifyState

    AO: Aim Offset

    BP: Blueprint Class
    BS: Blend Space

    BF: Blueprint Function Library
    CS: Matinee Camera Shake
    E: Enum 열거형
    DT: Data Table
    F: 구조체

    I: Blueprint Interface

    WB: Widget Bluepprint

     

    UE2212_04

      Level - LEVEL
    Character Animation Rifle
    Unarmed
    Rifle_Equip_Montage
    Rifle_Reload_Montage
    BlendSpaces AO_Rifle_Aim
    AO_Rifle_Idle
    BS_Rifle
    BS_Rifle_Aim

    BS_Unarme
    Materials

    MaterialLayers
    M_UE4Man_Body
    M_UE4Man_ChestLogo
    Mesh SK_Mannequin
    SK_MAnnequin_PhysicsAsset
    Skel_Mannequin
       
    Textures UE4_LOGO_CARD
    UE4_Mannequin__normals
    UE4_Mannequin_MAT_MASKA
    UE4Man_Logo_N
    Weapons Elven Bow
    Greate Hammer
    Sword
    Effects
    Materials    
    Meshes    
    Texture    
    P_Eject_bullet
    P_Impact_Default
    P_Muzzleflash
    Environment
    Materials Textures  
    Meshes    
    Obstacle    
    FPS_Weapon_Bundle

    Backpack backpact
    M_Backpack
     
    Weapons
    Material  
    Meshes  
    Textures  
    SM_AR4_Mag
    SM_AR4_Mag_Empty
       
    Materials Texture    
    M_Cursor
    M_Cursor_Inst
    M_Decal
    M_Mesh
    M_White_Inst
    M_Red_Inst
    M_Green_Inst
    M_Blue_Inst
    M_UE4Man_Body_Inst
    M_UE4Man_ChesLogo_Inst
       
    Meshes Cone_2
    Cube_2
    Cylinder_2
    Sphere_2
       
    Player ABP_Player
    BP_Player
       
    Sounds S_RifleShoot    
    Textures Crosshair    
    Weapons
    BP_CameraShake_AR4
    BP_CBullet
    BP_CMagazine_AR4
    BP_CWeapon_AR4
       
         
    Widgets NotoSansKR-Black
    NotoSansKR-Black_Font
    WB_CrossHair
    WB_HUB