mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
hopefully fix cooking errors
This commit is contained in:
@@ -346,7 +346,6 @@ ActiveTheaterListPath=/Game/World/ActiveTheaterList.ActiveTheaterList
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="Alteration",AssetBaseClass=/Script/FortniteGame.FortAlterationItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/Alterations"),(Path="/Game/Items/Alteration_v2")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="Ammo",AssetBaseClass=/Script/FortniteGame.FortAmmoItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/Ammo"),(Path="/Game/Athena/Items/Ammo")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="CardPack",AssetBaseClass=/Script/FortniteGame.FortCardPackItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/CardPacks")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="CharacterCosmetic",AssetBaseClass=/Script/FortniteGame.FortCharacterCosmeticItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/CharacterCosmetics")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="ConsumableAccountItem",AssetBaseClass=/Script/FortniteGame.FortConsumableAccountItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/AccountConsumables")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="ConversionControl",AssetBaseClass=/Script/FortniteGame.FortConversionControlItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/DirectedAcquisition/ConversionControl")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
+PrimaryAssetTypesToScan=(PrimaryAssetType="Currency",AssetBaseClass=/Script/FortniteGame.FortCurrencyItemDefinition,bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Items/Currency")),SpecificAssets=,Rules=(Priority=20,bApplyRecursively=True,ChunkId=0,CookRule=AlwaysCook))
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "AthenaDanceItemDefinition.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
|
||||
FText UAthenaDanceItemDefinition::GetChatTriggerCommandName() const {
|
||||
return FText::GetEmpty();
|
||||
@@ -9,6 +11,8 @@ UAthenaDanceItemDefinition::UAthenaDanceItemDefinition() {
|
||||
this->bMoveForwardOnly = false;
|
||||
this->WalkForwardSpeed = 300.00f;
|
||||
ItemType = EFortItemType::AthenaDance;
|
||||
UGameplayTagsManager& Manager = UGameplayTagsManager::Get();
|
||||
Manager.AddNativeGameplayTag(TEXT("Cosmetics.EmoteType.Dance"));
|
||||
GameplayTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Dance")));
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "AthenaEmojiItemDefinition.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
|
||||
void UAthenaEmojiItemDefinition::ConfigureParticleSystem(UParticleSystemComponent* ParticleSystem, TSoftObjectPtr<UTexture2D> OverrideImage) {
|
||||
}
|
||||
@@ -13,8 +15,10 @@ UAthenaEmojiItemDefinition::UAthenaEmojiItemDefinition() {
|
||||
this->GeneratedMaterial = NULL;
|
||||
ItemType = EFortItemType::AthenaDance;
|
||||
bMovingEmote = true;
|
||||
GameplayTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Emoji")));
|
||||
GameplayTags.RemoveTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Dance")));
|
||||
DisplayName = FText::FromString("Emoticon");
|
||||
UGameplayTagsManager& Manager = UGameplayTagsManager::Get();
|
||||
Manager.AddNativeGameplayTag(TEXT("Cosmetics.EmoteType.Emoji"));
|
||||
GameplayTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Emoji")));
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "AthenaSprayItemDefinition.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
|
||||
bool UAthenaSprayItemDefinition::ShouldUseBannerAsTexture() const {
|
||||
return false;
|
||||
@@ -15,7 +17,9 @@ TSoftObjectPtr<UMaterialInterface> UAthenaSprayItemDefinition::GetDecalMaterial(
|
||||
UAthenaSprayItemDefinition::UAthenaSprayItemDefinition() {
|
||||
this->bUseBannerAsTexture = false;
|
||||
ItemType = EFortItemType::AthenaDance;
|
||||
GameplayTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Spray")));
|
||||
GameplayTags.RemoveTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Dance")));
|
||||
UGameplayTagsManager& Manager = UGameplayTagsManager::Get();
|
||||
Manager.AddNativeGameplayTag(TEXT("Cosmetics.EmoteType.Spray"));
|
||||
GameplayTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Cosmetics.EmoteType.Spray")));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user