Fix: Addressed issue #41 with client-side multiplayer audio attenuation
This issue was caused by a lack of attenuation settings on the player character's footsteps, ladder climbing, item tossing, and melee actions. It's unknown how this happened since it wasn't an issue in older builds. Perhaps a sound attenuation was renamed or deleted. It doesn't appear to be an engine upgrade bug. Also, a sound is now played when an item is tossed, security has footstep sounds, we adjusted some attenuation settings on other sounds, and we pushed updates to the project's notes.
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36 changed files with 177 additions and 104 deletions
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@ -24,8 +24,9 @@ player_admin_password=
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[/Script/UnrealEd.ProjectPackagingSettings]
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Build=IfProjectHasCode
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BuildConfiguration=PPBC_Development
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BuildTarget=
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StagingDirectory=(Path="I:/Builds/CardinalFall/Build_UE4-26")
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BuildTarget=Cardinal
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LaunchOnTarget=
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StagingDirectory=(Path="../../../../../Builds")
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FullRebuild=False
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ForDistribution=False
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IncludeDebugFiles=False
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@ -34,6 +35,8 @@ bIncludeNativizedAssetsInProjectGeneration=False
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bExcludeMonolithicEngineHeadersInNativizedCode=False
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UsePakFile=True
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bUseIoStore=False
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bUseZenStore=False
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bMakeBinaryConfig=False
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bGenerateChunks=False
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bGenerateNoChunks=False
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bChunkHardReferencesOnly=False
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@ -41,8 +44,19 @@ bForceOneChunkPerFile=False
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MaxChunkSize=0
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bBuildHttpChunkInstallData=False
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HttpChunkInstallDataDirectory=(Path="")
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PakFileCompressionFormats=
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PakFileAdditionalCompressionOptions=
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WriteBackMetadataToAssetRegistry=Disabled
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bCompressed=False
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PackageCompressionFormat=Oodle
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bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
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PackageAdditionalCompressionOptions=
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PackageCompressionMethod=Kraken
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PackageCompressionLevel_DebugDevelopment=4
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PackageCompressionLevel_TestShipping=5
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PackageCompressionLevel_Distribution=7
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PackageCompressionMinBytesSaved=1024
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PackageCompressionMinPercentSaved=5
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bPackageCompressionEnableDDC=False
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PackageCompressionMinSizeToConsiderDDC=0
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HttpChunkInstallDataVersion=
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IncludePrerequisites=True
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IncludeAppLocalPrerequisites=True
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@ -57,12 +71,61 @@ InternationalizationPreset=English
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LocalizationTargetCatchAllChunkId=0
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bCookAll=False
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bCookMapsOnly=True
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bCompressed=False
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bSkipEditorContent=False
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bSkipMovies=False
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-IniKeyDenylist=KeyStorePassword
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-IniKeyDenylist=KeyPassword
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-IniKeyDenylist=rsa.privateexp
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-IniKeyDenylist=rsa.modulus
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-IniKeyDenylist=rsa.publicexp
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-IniKeyDenylist=aes.key
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-IniKeyDenylist=SigningPublicExponent
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-IniKeyDenylist=SigningModulus
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-IniKeyDenylist=SigningPrivateExponent
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-IniKeyDenylist=EncryptionKey
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-IniKeyDenylist=DevCenterUsername
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-IniKeyDenylist=DevCenterPassword
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-IniKeyDenylist=IOSTeamID
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-IniKeyDenylist=SigningCertificate
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-IniKeyDenylist=MobileProvision
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-IniKeyDenylist=IniKeyDenylist
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-IniKeyDenylist=IniSectionDenylist
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+IniKeyDenylist=KeyStorePassword
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+IniKeyDenylist=KeyPassword
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+IniKeyDenylist=rsa.privateexp
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+IniKeyDenylist=rsa.modulus
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+IniKeyDenylist=rsa.publicexp
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+IniKeyDenylist=aes.key
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+IniKeyDenylist=SigningPublicExponent
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+IniKeyDenylist=SigningModulus
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+IniKeyDenylist=SigningPrivateExponent
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+IniKeyDenylist=EncryptionKey
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+IniKeyDenylist=DevCenterUsername
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+IniKeyDenylist=DevCenterPassword
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+IniKeyDenylist=IOSTeamID
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+IniKeyDenylist=SigningCertificate
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+IniKeyDenylist=MobileProvision
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+IniKeyDenylist=IniKeyDenylist
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+IniKeyDenylist=IniSectionDenylist
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-IniSectionDenylist=HordeStorageServers
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-IniSectionDenylist=StorageServers
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+IniSectionDenylist=HordeStorageServers
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+IniSectionDenylist=StorageServers
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/MainMenu")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Nadir")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Nadir_Reclamation")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation0")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation1")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation2")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation3")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation4")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
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+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Utilities")
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PerPlatformBuildConfig=()
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PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
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PerPlatformBuildTarget=()
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")))
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@ -1,5 +1,6 @@
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Bugs from Unreal 5:
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(Indent on a bug denotes already fixed or placed in the issue tracker.)
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(Two Indents means the issue or bug was probably fixed.)
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The HostGame widget in \Cardinal\MainMenu\Blueprints\UI\PlayGamePanels\HostGame is blank inside the editor.
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The Unreal 4 key re-binding system doesn't work on Unreal 5. A new implementation is needed.
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@ -21,7 +22,7 @@ Feat: Implement a level streaming system that works with multiplayer. (To decrea
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Feat: Create an audio settings test where multiple audio types play at the same time (such as voice and music) so the player can set the audio levels more easily. This is useful for TVs with bad speakers because often the dialogue is loud but the music seems quiet.
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Feat: Change how the punch and kick works to allow for more consistant hits by doing damage to any actor within a certain distance instead of on component overlap.
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Feat: The weapon lasers were disabled. They should detect collision so the laser doesn't shine through walls and the laser effect should fade out as the laser shines instead of ending abruptly.
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Feat: Add the ability for specific items to be spawned near the player's body instead of returning to their original spot when they die.
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Feat: Add a flag where items are spawned near the player's dead body instead of returning to their original spot when they die.
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Feat: Ladders were limited to one player for forgotten reasons. Look into allowing multiple players on one ladder again.
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Feat (AI Rework): Completely rework the Security AI and make sure it will function correctly if the player is in first person as well.
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Feat (AI Rework): Security AI needs suspicious patrol behavior tree logic when the Blackboard Key EnemyIsVisible? is set to no when a player hides from the AI in the catwalks using crouch. Si`mple audio promps instead will help.
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