From 66b88ade17c9bc9da361cfac56a84f658e2928cd Mon Sep 17 00:00:00 2001 From: CatryBenoit Date: Wed, 16 Sep 2026 00:26:15 +0200 Subject: [PATCH] update 15sep --- Architecture_Projet.md | 20 +++++++++---------- Content/Audio/Foley/AC_FoleyEvents.uasset | 2 +- .../BP_AnimNotify_TriggerRagdoll.uasset | 4 ++-- ...BP_NotifyState_OverrideMovementMode.uasset | 4 ++-- .../Character/SandboxCharacter_CMC.uasset | 4 ++-- .../Character/SandboxCharacter_Mover.uasset | 3 +++ .../SandboxCharacter_Mover_Ragdoll.uasset | 3 +++ .../Coreinventory/Inventory_Player.uasset | 4 ++-- .../PlayerController/Input/IMC_Sandbox.uasset | 4 ++-- .../InventoryData/PlayerInventory.uasset | 3 +++ Content/Maps/DevMap/GM_Dev.uasset | 4 ++-- .../Blueprints/AC_TraversalLogic.uasset | 2 +- .../Systems/Mover/AC_TraversalLogic.uasset | 4 ++-- Content/Systems/Mover/GM_Sandbox.uasset | 4 ++-- Content/Systems/Mover/Input/IA_Aim.uasset | 3 --- Content/Systems/Mover/Input/IA_Crouch.uasset | 3 --- .../Systems/Mover/Input/IA_Interact.uasset | 3 --- Content/Systems/Mover/Input/IA_Jump.uasset | 3 --- Content/Systems/Mover/Input/IA_Look.uasset | 3 --- .../Mover/Input/IA_Look_Gamepad.uasset | 3 --- Content/Systems/Mover/Input/IA_Move.uasset | 3 --- .../Mover/Input/IA_Move_WorldSpace.uasset | 3 --- .../Systems/Mover/Input/IA_NextPawn.uasset | 3 --- .../Mover/Input/IA_NextVisualOverride.uasset | 3 --- Content/Systems/Mover/Input/IA_Sprint.uasset | 3 --- Content/Systems/Mover/Input/IA_Strafe.uasset | 3 --- .../Systems/Mover/Input/IA_Takedown.uasset | 3 --- .../Mover/Input/IA_TeleportToTarget.uasset | 3 --- .../Systems/Mover/Input/IA_Traverse.uasset | 3 --- .../Mover/Input/IA_TriggerRagdoll.uasset | 3 --- .../Input/IA_TwinStick_AimDirection.uasset | 3 --- Content/Systems/Mover/Input/IA_Walk.uasset | 3 --- .../Systems/Mover/Input/IMC_Sandbox.uasset | 3 --- Content/Systems/Mover/PC_Sandbox.uasset | 4 ++-- .../Mover/SandboxCharacter_Mover.uasset | 3 --- .../SandboxCharacter_Mover_Ragdoll.uasset | 3 --- .../AC_SmartObjectAnimation.uasset | 4 ++-- Content/Systems/Wildlife/BP_AnimalBase.uasset | 4 ++-- .../Tasks/STT_MoveAwayFromThreat.uasset | 4 ++-- .../InventoryMenu/WB_InventoryPart1.uasset | 4 ++-- .../InventoryMenu/WB_InventoryPart2.uasset | 4 ++-- .../InventoryMenu/WB_InventoryPlayer.uasset | 3 +++ .../InventoryMenu/WB_InventoryScreen.uasset | 4 ++-- .../Inventory_UI/Widgets/WB_EquipSlot.uasset | 4 ++-- 44 files changed, 56 insertions(+), 107 deletions(-) create mode 100644 Content/Core/Character/SandboxCharacter_Mover.uasset create mode 100644 Content/Core/Character/SandboxCharacter_Mover_Ragdoll.uasset create mode 100644 Content/Data/Inventory_Data/DataAssets/InventoryData/PlayerInventory.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Aim.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Crouch.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Interact.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Jump.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Look.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Look_Gamepad.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Move.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Move_WorldSpace.uasset delete mode 100644 Content/Systems/Mover/Input/IA_NextPawn.uasset delete mode 100644 Content/Systems/Mover/Input/IA_NextVisualOverride.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Sprint.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Strafe.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Takedown.uasset delete mode 100644 Content/Systems/Mover/Input/IA_TeleportToTarget.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Traverse.uasset delete mode 100644 Content/Systems/Mover/Input/IA_TriggerRagdoll.uasset delete mode 100644 Content/Systems/Mover/Input/IA_TwinStick_AimDirection.uasset delete mode 100644 Content/Systems/Mover/Input/IA_Walk.uasset delete mode 100644 Content/Systems/Mover/Input/IMC_Sandbox.uasset delete mode 100644 Content/Systems/Mover/SandboxCharacter_Mover.uasset delete mode 100644 Content/Systems/Mover/SandboxCharacter_Mover_Ragdoll.uasset create mode 100644 Content/UI/Inventory_UI/Widgets/InventoryMenu/WB_InventoryPlayer.uasset diff --git a/Architecture_Projet.md b/Architecture_Projet.md index e69abefa..d8622e44 100644 --- a/Architecture_Projet.md +++ b/Architecture_Projet.md @@ -267,11 +267,11 @@ Content/Core/ ├── PlayerController/ → Input générique du joueur (mouvement, caméra), indépendant de l'inventaire │ ├── IA_InitiateClimb / IA_LeapFromClimb / IA_MovingClimb.uasset → Input Actions liées à l'escalade │ └── Input/ -│ ├── IMC_Sandbox.uasset → Input Mapping Context PRINCIPAL du personnage (mouvement, caméra, saut…) +│ ├── IMC_Sandbox.uasset → Input Mapping Context PRINCIPAL, ajouté dans `SetupInput` par `SandboxCharacter_CMC` ET (depuis le 2026-09-15) par `SandboxCharacter_Mover` (mouvement, caméra, saut, + actions AGIS : `IA_ToggleInventory` Tab, `IA_InteractAGIS`, `IA_QuickEquip/Select/GiveAGIS`, `IA_UseItemPrimary/SecondaryAGIS`). Mappings `IA_TriggerRagdoll` (R, X manette) et `IA_Takedown` (clic gauche, RT) ajoutés le 2026-09-15 pour le Mover ragdoll │ └── IA_Move, IA_Look, IA_Jump, IA_Sprint, IA_Run, IA_Walk, IA_Crouch, IA_Prone, IA_Strafe, │ IA_Aim, IA_Interact, IA_ESC, IA_NextPawn, IA_Traverse, IA_TeleportToTarget, │ IA_SwimmingDeep, IA_TwinStick_AimDirection, IA_Move_WorldSpace, IA_Look_Gamepad, -│ IA_NextVisualOverride, IA_rool.uasset → Input Actions individuelles mappées dans IMC_Sandbox +│ IA_NextVisualOverride, IA_Takedown, IA_TriggerRagdoll, IA_rool.uasset → Input Actions individuelles mappées dans IMC_Sandbox. Aussi écoutées par la chaîne Mover (`SandboxCharacter_Mover`/`_Ragdoll`, `Systems/Mover/PC_Sandbox`, `Systems/Mover/SmartObjects/AC_SmartObjectAnimation`) ; le sprint du Mover écoute `IA_Run` (Started/Completed). `IA_rool` et `IA_Traverse` ne sont écoutés par aucun Blueprint │ └── Tick/ → Système de gestion centralisée du Tick (perf) ├── BPI_TickManager.uasset → Interface implémentée par les acteurs qui veulent être "tickés" par le manager @@ -390,11 +390,11 @@ Copie du framework "Sandbox Character" du sample Epic **Game Animation Sample**, ```text Content/Systems/Mover/ -├── SandboxCharacter_Mover.uasset → Personnage basé sur le plugin Mover (utilisé par aucune map du jeu ; le joueur réel est `Core/Character/SandboxCharacter_CMC`) +├── SandboxCharacter_Mover.uasset → Personnage basé sur le plugin Mover. (Vérifié le 2026-09-15) `GM_Dev` (GameMode de `MapDev1`) a `DefaultPawnClass = SandboxCharacter_Mover` ; en PIE sur `MapDev1` le pion obtenu est `SandboxCharacter_Mover_Ragdoll`. `SetupInput` ajoute `Core/PlayerController/Input/IMC_Sandbox` (même IMC que le CMC, inputs AGIS/inventaire compris) ; il porte aussi `Inventory_Player`, dont la propriété `Input Mapping Context` DOIT valoir ce même `IMC_Sandbox` (corrigé le 2026-09-15, elle valait `IMC_AGIS_Character`) : à la fermeture de l'inventaire, `WB_InventoryScreen.SwitchInput` fait `ClearAllMappings` puis ne ré-ajoute QUE cette variable — une mauvaise valeur coupe tous les contrôles (ZQSD, caméra) après fermeture. Même piège pour tout futur pion équipé d'`Inventory_Player` ├── SandboxCharacter_Mover_Ragdoll.uasset → Variante ragdoll du personnage Mover ├── SandboxCharacter_Mover_ABP.uasset → Anim Blueprint du Mover (utilise `Systems/Aiming/ABP_AimingMaster`) ├── GM_Sandbox.uasset / PC_Sandbox.uasset → GameMode (pawn = SandboxCharacter_Mover) et PlayerController du Mover ; création du widget de démo retirée le 2026-09-14 -├── AC_TraversalLogic.uasset → Traversal du sample. ⚠️ Sa recherche de rebords ne marchait que sur les blocs de démo `LevelBlock_Traversable` : cette branche a été retirée le 2026-09-14 avec la démo, le Mover ne trouve donc plus aucun rebord (`TraversalCheckFailed`). Pour une vraie traversal, remplacer ce composant par `Systems/Blueprints/AC_TraversalLogic` (dette de convergence). +├── AC_TraversalLogic.uasset → Traversal du personnage Mover (vault/mantle/hurdle/climb). (2026-09-15) La détection de rebords du sample (limitée aux blocs de démo `LevelBlock_Traversable`, retirée le 2026-09-14) est remplacée par celle de `Systems/Blueprints/AC_TraversalLogic` (CMC), portée à l'identique : variables `Min Ledge Width`, `Min Front Ledge Depth`, `Max Ledge Sideways Depth`, `Trace Complex`, `Show Trace`, `Persistent Show Trace`, `RespectPlayersFacingDir`, `Banned Tags` (mêmes valeurs par défaut) et fonctions `ComputeLedgeData`, `TraceAlongHitPlane`, `TraceCorners`, `TraceWidth`, `NudgeTraceTowardsObjectOrigin`, `Set Trace Hit Point`, `Tag Compare`. Dans `TryTraversalAction` : capsule trace sur `TraceTypeQuery1` (Visibility, au lieu du canal `Traversable`), `Hit` → tags acteur+composant → `ComputeLedgeData` → rebords avant/arrière écrits dans `TraversalCheckResult` (équivalent inliné de `TryAndCalculateLedges`, non recopiée car elle prend le struct Systems par référence), puis `Tag Compare` (tags bannis) avant le chooser `CHT_TraversalMontages_Mover`. Le déclenchement (`IA_Jump` → `CanDoTraversal` → `TryTraversalAction`) et l'exécution Mover (`PerformTraversalAction_Mover`, mode `Traversing`) sont inchangés. Les deux composants restent des doublons divergents (structs/BPI `Systems/Mover/` vs `Systems/Blueprints/`). ├── AC_PreCMCTick, AC_PostABPTick, AC_VisualOverrideManager → Composants du sample (versions GASP, divergentes de celles de `Systems/Blueprints/`) ├── BPI_SandboxCharacter_Pawn / _ABP.uasset → Interfaces GASP implémentées par la chaîne Mover ├── AI/StateTree/ → `ST_Player_SandboxCharacter_SmartObject` + tâches (copie GASP) @@ -402,7 +402,6 @@ Content/Systems/Mover/ ├── Cameras/ → `CameraAsset_SandboxCharacter`, `CameraDirector_SandboxCharacter`, `CHT_CameraRig`, `CameraShake_Basic`, `Rigs/CameraRig_*` (16) ├── ControlRigs/CR_Biped_FootPlacement.uasset ├── Data/ → Structs GASP (`S_CharacterPropertiesFor*`, `S_Traversal*`, `S_CHT_*` des choosers Mover/GetUp/Interaction, `S_Ragdoll*`, `S_MoverCustomInputs*`…), `Curve_RotationOffset_*`, `CHT_RotationOffsetCurve`, `BFL_HelpfulFunctions`, `BPI_InteractionTransform` -├── Input/ → `IMC_Sandbox` + 18 `IA_*` du Mover (anciennement `Content/Input/`), distincts de `Core/PlayerController/Input/` ├── MovementModes/ → `BP_MovementMode_Walking/Falling/Slide/Ragdoll`, `B_MovementMode_Flying`, `BP_MovementTransition_To/FromSlide` └── SmartObjects/ → `AC_SmartObjectAnimation` (version GASP, aussi utilisée par des STT de `Systems/Blueprints/`), `CHPA_SmartObject`, `PSS_SmartObject`, `Bench/`, `TasksAndConditions/STT_*` @@ -487,7 +486,7 @@ Content/Data/ ├── DataAssets/ │ ├── AttachmentData/ → AttachmentData (base) + AttachmentData_AdvancedRifle, AttachmentData_Flashlight : configuration des attachements d'armes │ ├── ContainerGroupData/ → Un DataAsset par "groupe de containers" (Backpack BIG/SMALL, Box/Chest Storage, Vest_1/2, ExampleStorage…) : définit la mise en page des slots d'un contenant - │ └── InventoryData/ → Un DataAsset par inventaire prédéfini (PlayerInventoryPart1/2, CardReader_Inventory, Generator_Inventory, Vehicle_Inventory) + │ └── InventoryData/ → Un DataAsset par inventaire prédéfini (PlayerInventory, PlayerInventoryPart1/2, CardReader_Inventory, Generator_Inventory, Vehicle_Inventory). `PlayerInventory` (2026-09-16) = inventaire du JOUEUR : widget `WB_InventoryPlayer`, containers = les 12 de PlayerInventoryPart1 puis les 3 de PlayerInventoryPart2 (même ordre que `WB_InventoryPlayer::GetAllContainerWidgets`). `PlayerInventoryPart1/2` restent utilisés par les PNJ/cadavres fouillables (`BP_Deadman`, `BP_EnemyPuppet` → `WB_LootingHuman`) ├── Enumerations/ → Enums spécifiques AGIS : EAnimOverlayState, EBallDirections, EFourDirections/ETwoDirections, EInteractionType, EItemActions, ENestingRules, EPrintType, EReloadType, EServerVerificationType, ESlotAppearance, EVendorBuyOption └── Structures/ → Structs spécifiques AGIS ├── ItemDefaults.uasset → Struct CENTRALE décrivant un item (Name, etc.) — lue par WB_Item et par la logique de sélection rapide (Inventory_Player) @@ -509,14 +508,15 @@ Content/UI/ │ ├── MaterialResources/ → Matériaux/Material Instances de fond des slots (MI_Background_*, M_RuntimeItemMaterial…) │ └── Widgets/ │ ├── WB_Container.uasset → Widget représentant un container (grille de slots) — contient SlotWidgets[] -│ ├── WB_EquipSlot.uasset → Widget d'un slot d'équipement (arme/speed) — contient Container. Var `OwnContainersHost` (2026-09-04) : si définie (WB_InventoryPart2), `OnContainerUpdate` ajoute les sous-containers de l'item équipé (ex. grille du sac à dos) dans ce widget via `AddContainerBelowPockets` au lieu de son propre `ContainersCanvas` interne. Câblée uniquement pour `EquipSlotBACKPACK` par `WB_InventoryScreen::InitializeWidgets`. +│ ├── WB_EquipSlot.uasset → Widget d'un slot d'équipement (arme/speed) — contient Container. Var `OwnContainersHost` (2026-09-04, typée `WB_InventoryPlayer` depuis 2026-09-16) : si définie, `OnContainerUpdate` ajoute les sous-containers de l'item équipé (ex. grille du sac à dos) dans ce widget via `AddContainerBelowPockets` au lieu de son propre `ContainersCanvas` interne. Câblée uniquement pour `EquipSlotBACKPACK` par `WB_InventoryScreen::InitializeWidgets`. │ ├── WB_InventorySlot.uasset → Widget d'un slot individuel dans une grille — expose "ItemWidget On Slot" │ ├── WB_Item.uasset → Widget représentant un item posé dans un slot — expose "Item Defaults" (struct ItemDefaults) │ │ │ ├── InventoryMenu/ -│ │ ├── WB_InventoryScreen.uasset → Widget racine de l'inventaire plein écran (contient InventoryPart1/InventoryPart2) -│ │ ├── WB_InventoryPart1.uasset → Contient les 4 slots d'équipement (EquipSlotWEAPON, EquipSlotWEAPON2, EquipSlotSpeed1, EquipSlotSpeed2) + autres slots d'équipement (casque, gilet, gants, sac à dos…) -│ │ └── WB_InventoryPart2.uasset → Grille(s) d'inventaire principale(s) (PocketContainer + titre, dans `VerticalBox_0`). Fonction `Add Container Below Pockets(Container)` (2026-09-04) : insère un WB_Container juste après le bloc Pockets (`PocketContainer.GetParent().GetParent()`) — utilisée par `WB_EquipSlot` (sac à dos) pour afficher ses slots supplémentaires sous les slots Pocket plutôt que dans son propre canvas. +│ │ ├── WB_InventoryScreen.uasset → Widget racine de l'inventaire plein écran. Depuis 2026-09-16 contient un seul panneau joueur `Part2Box → OutlinePart2 → BackgroundPart2 → ScrollBox_0 → InventoryPlayer` (WB_InventoryPlayer : équipements + poches + sac à dos dans le même défilement) ; `InitializeWidgets` initialise `InventoryPlayer` et câble `EquipSlotBACKPACK.OwnContainersHost = InventoryPlayer`. `Inventory_Player::GetQuickSlotItemInfo` lit les slots WEAPON/WEAPON2/Speed1/Speed2 via `InventoryScreen.InventoryPlayer` +│ │ ├── WB_InventoryPlayer.uasset → (2026-09-16) Fusion de WB_InventoryPart1 + WB_InventoryPart2 pour l'inventaire du joueur, en un seul bloc continu : `EquipsVertical` → `EquipSlotsBox` (SizeBox 740×860) → `SlotsCanvas` avec les 12 EquipSlots, puis `VerticalBox_0` (titre Pockets + `PocketContainer`, et les containers du sac à dos ajoutés dessous par `Add Container Below Pockets`). `GetAllEquipSlots` = même ordre que Part1 ; `GetAllContainerWidgets` = containers des équipements puis PocketContainer. Données : DataAsset `PlayerInventory` +│ │ ├── WB_InventoryPart1.uasset → (utilisé seulement par WB_LootingHuman depuis 2026-09-16) Contient les 4 slots d'équipement (EquipSlotWEAPON, EquipSlotWEAPON2, EquipSlotSpeed1, EquipSlotSpeed2) + autres slots d'équipement (casque, gilet, gants, sac à dos…) +│ │ └── WB_InventoryPart2.uasset → (utilisé seulement par WB_LootingHuman depuis 2026-09-16 ; sa fonction `Add Container Below Pockets` n'est plus appelée, WB_EquipSlot pointe désormais WB_InventoryPlayer) Grille(s) d'inventaire principale(s) (PocketContainer + titre, dans `VerticalBox_0`). Fonction `Add Container Below Pockets(Container)` (2026-09-04) : insère un WB_Container juste après le bloc Pockets (`PocketContainer.GetParent().GetParent()`) — utilisée par `WB_EquipSlot` (sac à dos) pour afficher ses slots supplémentaires sous les slots Pocket plutôt que dans son propre canvas. │ │ │ ├── ItemActionsMenu/WB_ItemMenu.uasset, WB_GeneralButton.uasset → Menu contextuel d'actions sur un item │ │ diff --git a/Content/Audio/Foley/AC_FoleyEvents.uasset b/Content/Audio/Foley/AC_FoleyEvents.uasset index a2d261bb..ef6a4f32 100644 --- a/Content/Audio/Foley/AC_FoleyEvents.uasset +++ b/Content/Audio/Foley/AC_FoleyEvents.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f89eccb6899ec31e8b8022b78aa3b9e5506eb1ec2f911dc61243bd599bd95c82 +oid sha256:2e68960e5e50a390c6126f75da6930c05f192ee94d13b240fd8ab1b1961c1a32 size 122321 diff --git a/Content/Blueprints/AnimNotifies/BP_AnimNotify_TriggerRagdoll.uasset b/Content/Blueprints/AnimNotifies/BP_AnimNotify_TriggerRagdoll.uasset index 5337350c..29336057 100644 --- a/Content/Blueprints/AnimNotifies/BP_AnimNotify_TriggerRagdoll.uasset +++ b/Content/Blueprints/AnimNotifies/BP_AnimNotify_TriggerRagdoll.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9ffd28ed5d385dd75e8a0c15fa1f9d3a54d3461798753f6d3c7b32e58c5997b2 -size 38915 +oid sha256:b88dd773e0182633e045575ac32c71c84fafdddf2f329f29b4f80cdfa1376cb3 +size 38918 diff --git a/Content/Blueprints/AnimNotifies/BP_NotifyState_OverrideMovementMode.uasset b/Content/Blueprints/AnimNotifies/BP_NotifyState_OverrideMovementMode.uasset index 8a1f70e5..569b7788 100644 --- a/Content/Blueprints/AnimNotifies/BP_NotifyState_OverrideMovementMode.uasset +++ b/Content/Blueprints/AnimNotifies/BP_NotifyState_OverrideMovementMode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c75aef1424e30a488db7ff8ac688445bd23f19f08eb98749f042767d293641d9 -size 59840 +oid 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a/Content/Core/Character/SandboxCharacter_Mover_Ragdoll.uasset b/Content/Core/Character/SandboxCharacter_Mover_Ragdoll.uasset new file mode 100644 index 00000000..40811a15 --- /dev/null +++ b/Content/Core/Character/SandboxCharacter_Mover_Ragdoll.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:edc1fa888167adba67e261bdaf5577ebc9379dd2d1b6f1926d6ca7194fcc1007 +size 1800390 diff --git a/Content/Core/Coreinventory/Inventory_Player.uasset b/Content/Core/Coreinventory/Inventory_Player.uasset index 0e67393c..1a1bf087 100644 --- a/Content/Core/Coreinventory/Inventory_Player.uasset +++ b/Content/Core/Coreinventory/Inventory_Player.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4a245c6139abdf3d6674ddfec15b9f59afd83893eb0148abb08fbf834b802059 -size 1997294 +oid sha256:a9a98e9364b2cbc5aed31e2500f1a0746e5bf39a2c1304c98f40da85c44d477a +size 2001576 diff --git a/Content/Core/PlayerController/Input/IMC_Sandbox.uasset 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