39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "GameFramework/Character.h"
|
|
#include "MyCharacter.generated.h"
|
|
|
|
UCLASS()
|
|
class YOURPROJECT_API AMyCharacter : public ACharacter
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
AMyCharacter();
|
|
|
|
protected:
|
|
virtual void BeginPlay() override;
|
|
|
|
public:
|
|
virtual void Tick(float DeltaTime) override;
|
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
|
|
|
private:
|
|
void MoveForward(float Value);
|
|
void MoveRight(float Value);
|
|
void TurnAtRate(float Rate);
|
|
void LookUpAtRate(float Rate);
|
|
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
|
class USpringArmComponent* CameraBoom;
|
|
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
|
class UCameraComponent* FollowCamera;
|
|
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
|
float BaseTurnRate;
|
|
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
|
float BaseLookUpRate;
|
|
}; |