feat: Add Enhanced Input Manager for context management and key rebinding
- Implemented USS_EnhancedInputManager to manage input contexts with priority. - Added methods for pushing, popping, and querying input contexts. - Integrated input mode switching and key rebinding functionality. feat: Introduce Inventory System Component for item management - Created UBPC_InventorySystem to handle inventory operations such as adding, removing, and sorting items. - Implemented weight management and slot organization features. - Added event dispatchers for inventory changes. feat: Develop Item Data Asset for item definitions - Established UDA_ItemData as a base class for all items, encapsulating properties like type, weight, and stack limits. - Included conditional sub-data structures for equipment, consumables, and inspect data. feat: Create State Manager Component for player state management - Developed UBPC_StateManager to manage player action states and overlays. - Implemented gating logic for action requests and vital sign tracking. feat: Implement Save Manager for game state persistence - Introduced USS_SaveManager for handling save/load operations and slot management. - Utilized FArchive for efficient binary serialization. feat: Implement Damage Reception System for combat mechanics - Created UBPC_DamageReceptionSystem to process incoming damage and apply resistance calculations. - Added event dispatchers for damage reception and hit reactions.
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41
Source/Framework/Framework.Build.cs
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41
Source/Framework/Framework.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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// UE5 Modular Game Framework — Build Configuration
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// Version 1.0 | 2026-05-20
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using UnrealBuildTool;
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public class Framework : ModuleRules
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{
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public Framework(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"GameplayTags",
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"EnhancedInput",
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"InputCore",
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"UMG",
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"Slate",
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"SlateCore",
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"AIModule",
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"NavigationSystem",
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"MotionWarping",
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"PhysicsCore",
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"DeveloperSettings",
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"MetasoundEngine",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"GameplayTasks",
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});
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// Uncomment if you need these optional modules:
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// DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
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// DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
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}
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}
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