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Mark actors as always relevant and minor fixes to UI.
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The map is so small that we will always be relevant so it is just wasting CPU cycles checking that now.

Also added Killgoal to ui.
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TheGrimsey committed Dec 18, 2019
1 parent dde9346 commit dccc6bf
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Showing 11 changed files with 2,452 additions and 2,446 deletions.
448 changes: 225 additions & 223 deletions Build/WindowsNoEditor/FileOpenOrder/CookerOpenOrder.log

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4,418 changes: 2,206 additions & 2,212 deletions Build/WindowsNoEditor/FileOpenOrder/EditorOpenOrder.log

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4 changes: 4 additions & 0 deletions Config/DefaultGame.ini
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@@ -1,5 +1,9 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=7840F4A2415D8C4F89EB82BB4616A209
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "3F54AA5941397764424574A1D81E0699", "SimpleFPS v1")
Homepage=thegrimsey.net
Description=A Simple FPS game made in UE4
ProjectName=SimpleFPS

[/Script/UnrealEd.ProjectPackagingSettings]
BlueprintNativizationMethod=Inclusive
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4 changes: 2 additions & 2 deletions Content/BP_SimpleFPSCharacter.uasset
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4 changes: 2 additions & 2 deletions Content/MainMenu/MainMenuWidget.uasset
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4 changes: 2 additions & 2 deletions Content/MainMenu/PlayTab_MainMenuWidget.uasset
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4 changes: 2 additions & 2 deletions Content/UI/HUD.uasset
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4 changes: 2 additions & 2 deletions Content/Weapons/BowlingBall.uasset
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1 change: 1 addition & 0 deletions Source/SimpleFPS/SimpleFPSGameModeBase.cpp
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Expand Up @@ -52,6 +52,7 @@ void ASimpleFPSGameModeBase::InitGameState()

if (ASimpleFPSGameState * FPSGameState = GetGameState<ASimpleFPSGameState>())
{
FPSGameState->KillGoal = KillGoal;
FPSGameState->Teams = Teams;
FPSGameState->TeamKills.Init(0, Teams);
FPSGameState->TeamDeaths.Init(0, Teams);
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3 changes: 2 additions & 1 deletion Source/SimpleFPS/SimpleFPSGameState.cpp
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Expand Up @@ -9,11 +9,12 @@ void ASimpleFPSGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);

DOREPLIFETIME_CONDITION(ASimpleFPSGameState, KillGoal, COND_InitialOnly);
DOREPLIFETIME_CONDITION(ASimpleFPSGameState, Teams, COND_InitialOnly);
DOREPLIFETIME_CONDITION(ASimpleFPSGameState, WinningTeam, COND_InitialOnly);

DOREPLIFETIME(ASimpleFPSGameState, TeamKills);
DOREPLIFETIME(ASimpleFPSGameState, TeamDeaths);
DOREPLIFETIME(ASimpleFPSGameState, WinningTeam);
}

void ASimpleFPSGameState::AddPlayerState(APlayerState* PlayerState)
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4 changes: 4 additions & 0 deletions Source/SimpleFPS/SimpleFPSGameState.h
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Expand Up @@ -74,6 +74,10 @@ class SIMPLEFPS_API ASimpleFPSGameState : public AGameStateBase
UPROPERTY(BlueprintAssignable)
FOnServerMessage OnServerMessage;


UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Replicated)
int KillGoal = 4;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Replicated)
int Teams = 4;

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