Clean up dumb stuff
This commit is contained in:
parent
93926be25b
commit
0606deaccb
@ -4,6 +4,7 @@
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#include "BasePawn.h"
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#include "Camera/CameraComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "GameFramework/FloatingPawnMovement.h"
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// Sets default values
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ABasePawn::ABasePawn(const FObjectInitializer &object_initializer):
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@ -22,11 +23,6 @@ ABasePawn::ABasePawn(const FObjectInitializer &object_initializer):
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movement_component->UpdatedComponent = player_mesh;
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PrimaryActorTick.bCanEverTick = true;
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// Set defaults.
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accel_max_time = 0.25;
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horizontal_speed_max = 100;
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vertical_speed_max = 100;
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}
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// Called when the game starts or when spawned
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@ -45,35 +41,12 @@ UPawnMovementComponent* ABasePawn::GetMovementComponent() const
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void ABasePawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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// Move the player.
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//vertical_speed = vertical_accel.update(DeltaTime);
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//horizontal_speed = horizontal_accel.update(DeltaTime);
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//// "X" is up, "Y" is right.
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//const FVector location = player_mesh->GetComponentLocation();
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//const float new_vertical = (DeltaTime * vertical_speed) + location.X;
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//const float new_horizontal = (DeltaTime * horizontal_speed) + location.Y;
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//player_mesh->SetWorldLocation(FVector(new_vertical, new_horizontal, location.Z));
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}
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// Called to bind functionality to input
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void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::UP, 1);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::UP, 0);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::DOWN, -1);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::DOWN, 0);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 1);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 0);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::LEFT, -1);
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//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::LEFT, 0);
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PlayerInputComponent->BindAxis("MoveForward", this, &ABasePawn::handle_move_forward);
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PlayerInputComponent->BindAxis("MoveRight", this, &ABasePawn::handle_move_right);
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}
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@ -94,29 +67,4 @@ void ABasePawn::handle_move_right(float axis)
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FVector right = FRotationMatrix(yaw).GetUnitAxis(EAxis::Y);
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AddMovementInput(right, axis);
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}
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//void ABasePawn::handle_move_input(const movement_t move_type, const int direction)
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//{
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// if (move_type == movement_t::UP || move_type == movement_t::DOWN)
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// {
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// // Prevent two vertical inputs entered at the same time.
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// if (vertical_accel.end != 0 && direction != 0)
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// {
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// return;
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// }
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//
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// const float new_speed = direction * vertical_speed_max;
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// vertical_accel.set(vertical_speed, new_speed, accel_max_time);
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// }
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// else
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// {
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// // Prevent two horizontal inputs entered at the same time.
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// if (horizontal_accel.end != 0 && direction != 0)
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// {
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// return;
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// }
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//
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// const float new_speed = direction * horizontal_speed_max;
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// horizontal_accel.set(horizontal_speed, new_speed, accel_max_time);
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// }
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//}
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}
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@ -4,20 +4,10 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/FloatingPawnMovement.h"
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#include "BasePawn.generated.h"
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class UCameraComponent;
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//enum movement_t : uint8
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//{
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// UP,
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// DOWN,
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// LEFT,
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// RIGHT
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//};
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class UFloatingPawnMovement;
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UCLASS()
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class PRESIDENTSBRIGADE_API ABasePawn : public APawn
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@ -47,61 +37,10 @@ protected:
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UPROPERTY(EditAnywhere, Category="Player")
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UFloatingPawnMovement* movement_component;
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// Accel max time.
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UPROPERTY(EditDefaultsOnly, Category="Gameplay")
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float accel_max_time;
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// Maximum horizontal speed.
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UPROPERTY(EditDefaultsOnly, Category="Gameplay")
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float horizontal_speed_max;
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// Maximum vertical speed.
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UPROPERTY(EditDefaultsOnly, Category="Gameplay")
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float vertical_speed_max;
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private:
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struct AccelerationAnim
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{
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float start;
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float end;
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float max_time;
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float time_elapsed;
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void set(float _start, float _end, float _max_time)
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{
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start = _start;
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end = _end;
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max_time = _max_time;
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time_elapsed = 0;
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};
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float update(const float delta_time)
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{
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float percentage = time_elapsed / max_time;
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// Animation is complete.
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if (time_elapsed > max_time)
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{
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percentage = 1;
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}
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time_elapsed += delta_time;
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return UKismetMathLibrary::Lerp(start, end, percentage);
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};
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};
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USceneComponent* root_component;
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// DECLARE_DELEGATE_TwoParams(FMovementDelegate, const movement_t, const int);
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// void handle_move_input(const movement_t move_type, const int direction);
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void handle_move_right(float axis);
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void handle_move_forward(float axis);
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float horizontal_speed;
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float vertical_speed;
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AccelerationAnim horizontal_accel;
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AccelerationAnim vertical_accel;
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};
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@ -1,201 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyDefaultPawn.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Engine/World.h"
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#include "Components/StaticMeshComponent.h"
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#include "GameFramework/PlayerController.h"
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#include "Engine/CollisionProfile.h"
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#include "Engine/StaticMesh.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/PawnMovementComponent.h"
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#include "GameFramework/FloatingPawnMovement.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/PlayerInput.h"
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FName AMyDefaultPawn::MovementComponentName(TEXT("MovementComponent0"));
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FName AMyDefaultPawn::CollisionComponentName(TEXT("CollisionComponent0"));
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FName AMyDefaultPawn::MeshComponentName(TEXT("MeshComponent0"));
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AMyDefaultPawn::AMyDefaultPawn(const FObjectInitializer& ObjectInitializer) : APawn(ObjectInitializer)
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{
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SetCanBeDamaged(true);
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SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
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bReplicates = true;
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NetPriority = 3.0f;
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BaseEyeHeight = 0.0f;
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bCollideWhenPlacing = false;
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SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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CollisionComponent = CreateDefaultSubobject<USphereComponent>(AMyDefaultPawn::CollisionComponentName);
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CollisionComponent->InitSphereRadius(35.0f);
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CollisionComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
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CollisionComponent->CanCharacterStepUpOn = ECB_No;
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CollisionComponent->SetShouldUpdatePhysicsVolume(true);
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CollisionComponent->SetCanEverAffectNavigation(false);
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CollisionComponent->bDynamicObstacle = true;
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RootComponent = CollisionComponent;
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MovementComponent = CreateDefaultSubobject<UPawnMovementComponent, UCharacterMovementComponent>(AMyDefaultPawn::MovementComponentName);
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MovementComponent->UpdatedComponent = CollisionComponent;
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// Structure to hold one-time initialization
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struct FConstructorStatics
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{
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ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh;
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FConstructorStatics()
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: SphereMesh(TEXT("/Engine/EngineMeshes/Sphere")) {}
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};
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static FConstructorStatics ConstructorStatics;
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MeshComponent = CreateOptionalDefaultSubobject<UStaticMeshComponent>(AMyDefaultPawn::MeshComponentName);
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if (MeshComponent)
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{
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MeshComponent->SetStaticMesh(ConstructorStatics.SphereMesh.Object);
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MeshComponent->AlwaysLoadOnClient = true;
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MeshComponent->AlwaysLoadOnServer = true;
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MeshComponent->bOwnerNoSee = true;
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MeshComponent->bCastDynamicShadow = true;
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MeshComponent->bAffectDynamicIndirectLighting = false;
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MeshComponent->bAffectDistanceFieldLighting = false;
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MeshComponent->bVisibleInRayTracing = false;
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MeshComponent->PrimaryComponentTick.TickGroup = TG_PrePhysics;
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MeshComponent->SetupAttachment(RootComponent);
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MeshComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
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const float Scale = CollisionComponent->GetUnscaledSphereRadius() / 160.f; // @TODO: hardcoding known size of EngineMeshes.Sphere. Should use a unit sphere instead.
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MeshComponent->SetRelativeScale3D(FVector(Scale));
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MeshComponent->SetGenerateOverlapEvents(false);
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MeshComponent->SetCanEverAffectNavigation(false);
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}
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// This is the default pawn class, we want to have it be able to move out of the box.
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bAddDefaultMovementBindings = true;
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}
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void InitializeDefaultPawnInputBindings()
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{
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static bool bBindingsAdded = false;
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if (!bBindingsAdded)
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{
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bBindingsAdded = true;
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::W, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::S, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Up, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Down, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Gamepad_LeftY, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::A, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::D, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::Gamepad_LeftX, 1.f));
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// HACK: Android controller bindings in ini files seem to not work
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// Direct overrides here some to work
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#if !PLATFORM_ANDROID
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftThumbstick, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightThumbstick, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_FaceButton_Bottom, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::LeftControl, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::SpaceBar, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::C, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::E, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Q, -1.f));
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#else
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftTriggerAxis, -0.5f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightTriggerAxis, 0.5f));
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#endif
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Gamepad_RightX, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Left, -1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Right, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_Turn", EKeys::MouseX, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUpRate", EKeys::Gamepad_RightY, 1.f));
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UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUp", EKeys::MouseY, -1.f));
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}
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}
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void AMyDefaultPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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check(PlayerInputComponent);
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if (bAddDefaultMovementBindings)
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{
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InitializeDefaultPawnInputBindings();
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PlayerInputComponent->BindAxis("DefaultPawn_MoveForward", this, &AMyDefaultPawn::MoveForward);
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PlayerInputComponent->BindAxis("DefaultPawn_MoveRight", this, &AMyDefaultPawn::MoveRight);
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PlayerInputComponent->BindAxis("DefaultPawn_MoveUp", this, &AMyDefaultPawn::MoveUp_World);
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PlayerInputComponent->BindAxis("DefaultPawn_Turn", this, &AMyDefaultPawn::AddControllerYawInput);
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PlayerInputComponent->BindAxis("DefaultPawn_TurnRate", this, &AMyDefaultPawn::TurnAtRate);
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PlayerInputComponent->BindAxis("DefaultPawn_LookUp", this, &AMyDefaultPawn::AddControllerPitchInput);
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PlayerInputComponent->BindAxis("DefaultPawn_LookUpRate", this, &AMyDefaultPawn::LookUpAtRate);
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}
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}
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void AMyDefaultPawn::UpdateNavigationRelevance()
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{
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if (CollisionComponent)
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{
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CollisionComponent->SetCanEverAffectNavigation(bCanAffectNavigationGeneration);
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}
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}
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void AMyDefaultPawn::MoveRight(float Val)
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{
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if (Val != 0.f)
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{
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if (Controller)
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{
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FRotator const ControlSpaceRot = Controller->GetControlRotation();
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// transform to world space and add it
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AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::Y), Val);
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}
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}
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}
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void AMyDefaultPawn::MoveForward(float Val)
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{
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if (Val != 0.f)
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{
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if (Controller)
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{
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FRotator const ControlSpaceRot = Controller->GetControlRotation();
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// transform to world space and add it
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AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::X), Val);
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}
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}
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}
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void AMyDefaultPawn::MoveUp_World(float Val)
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{
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if (Val != 0.f)
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{
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AddMovementInput(FVector::UpVector, Val);
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}
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}
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void AMyDefaultPawn::TurnAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerYawInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
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}
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void AMyDefaultPawn::LookUpAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerPitchInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
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}
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UPawnMovementComponent* AMyDefaultPawn::GetMovementComponent() const
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{
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return MovementComponent;
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}
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@ -1,102 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "MyDefaultPawn.generated.h"
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class UInputComponent;
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class UPawnMovementComponent;
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class USphereComponent;
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class UStaticMeshComponent;
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/**
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*
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*/
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UCLASS(config = Game, Blueprintable, BlueprintType)
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class PRESIDENTSBRIGADE_API AMyDefaultPawn : public APawn
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{
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GENERATED_BODY()
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AMyDefaultPawn(const FObjectInitializer& ObjectInitializer);
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// Begin Pawn overrides
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virtual UPawnMovementComponent* GetMovementComponent() const override;
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virtual void SetupPlayerInputComponent(UInputComponent* InInputComponent) override;
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virtual void UpdateNavigationRelevance() override;
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/**
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* Input callback to move forward in local space (or backward if Val is negative).
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* @param Val Amount of movement in the forward direction (or backward if negative).
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* @see APawn::AddMovementInput()
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*/
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UFUNCTION(BlueprintCallable, Category = "Pawn")
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virtual void MoveForward(float Val);
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/**
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* Input callback to strafe right in local space (or left if Val is negative).
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* @param Val Amount of movement in the right direction (or left if negative).
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* @see APawn::AddMovementInput()
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*/
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UFUNCTION(BlueprintCallable, Category = "Pawn")
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virtual void MoveRight(float Val);
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/**
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* Input callback to move up in world space (or down if Val is negative).
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* @param Val Amount of movement in the world up direction (or down if negative).
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* @see APawn::AddMovementInput()
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*/
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UFUNCTION(BlueprintCallable, Category = "Pawn")
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virtual void MoveUp_World(float Val);
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/**
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* Called via input to turn at a given rate.
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* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
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*/
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UFUNCTION(BlueprintCallable, Category = "Pawn")
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virtual void TurnAtRate(float Rate);
|
||||
|
||||
/**
|
||||
* Called via input to look up at a given rate (or down if Rate is negative).
|
||||
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Pawn")
|
||||
virtual void LookUpAtRate(float Rate);
|
||||
|
||||
public:
|
||||
/** Name of the MovementComponent. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass). */
|
||||
static FName MovementComponentName;
|
||||
|
||||
protected:
|
||||
/** DefaultPawn movement component */
|
||||
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
|
||||
UPawnMovementComponent* MovementComponent;
|
||||
|
||||
public:
|
||||
/** Name of the CollisionComponent. */
|
||||
static FName CollisionComponentName;
|
||||
|
||||
private:
|
||||
/** DefaultPawn collision component */
|
||||
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
|
||||
USphereComponent* CollisionComponent;
|
||||
public:
|
||||
|
||||
/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
|
||||
static FName MeshComponentName;
|
||||
|
||||
private:
|
||||
/** The mesh associated with this Pawn. */
|
||||
UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
|
||||
UStaticMeshComponent* MeshComponent;
|
||||
public:
|
||||
|
||||
/** If true, adds default input bindings for movement and camera look. */
|
||||
UPROPERTY(Category = Pawn, EditAnywhere, BlueprintReadOnly)
|
||||
uint32 bAddDefaultMovementBindings : 1;
|
||||
|
||||
/** Returns CollisionComponent subobject **/
|
||||
USphereComponent* GetCollisionComponent() const { return CollisionComponent; }
|
||||
/** Returns MeshComponent subobject **/
|
||||
UStaticMeshComponent* GetMeshComponent() const { return MeshComponent; }
|
||||
};
|
Loading…
Reference in New Issue
Block a user