15 Commits

Author SHA1 Message Date
2a5833fe04 MCPFetcher, and new code for FormatName 2026-03-10 00:22:56 -04:00
a987754b38 Can now switch the skeletal mesh on a character 2026-02-17 15:49:52 -05:00
96256d7836 Character walking is fixed, using the new Movement Component State model. 2026-02-14 00:24:52 -05:00
107cb57b66 Lots of refactoring related to Movement Component State. Still not done yet. 2026-02-13 23:24:18 -05:00
297cd2f068 Refactor Scripted Animations to provide an option for which clock to use 2025-10-27 18:18:35 -04:00
23d8e8684d More refactoring of scripted animations: Tangibles now contain ScriptedAnimation pointers. 2025-10-15 18:08:30 -04:00
e7cb47db5b Successful implementation of UlxScriptedAnimations 2025-10-10 17:33:39 -04:00
e8bc3389a6 Finally fix line trace through character model 2025-09-15 14:30:30 -04:00
2bb78cd7c6 Turn off per-poly-collision for SKM_Quinn_Simple 2025-09-09 16:26:56 -04:00
6e358c7eb9 Upgrade to Unreal 5.5 to fix bug and get access to Visual Chaos Debugger 2025-08-27 20:57:12 -04:00
b4f918e15d More work on the Asset Lookup system. 2025-04-02 19:58:16 -04:00
aa511b9b8c Add AssetLookup module to find assets by name. 2025-04-01 22:31:27 -04:00
a01f6f4e7b Changes related to ray-collision, and luprex global variable stuff 2025-01-14 18:37:31 -05:00
fa045af87f Load TangibleActor by name in TangibleManager 2024-01-22 17:11:21 -05:00
704a2edb36 Add third person character to game 2024-01-22 13:06:26 -05:00