Add code base
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LumiCharacter.h"
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#include "Engine/LocalPlayer.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/Controller.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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DEFINE_LOG_CATEGORY(LogLumiCharacter);
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// Sets default values
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ALumiCharacter::ALumiCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// PrimaryActorTick.bCanEverTick = true;
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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// Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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}
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// Called when the game starts or when spawned
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void ALumiCharacter::BeginPlay()
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{
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Super::BeginPlay();
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//Add Input Mapping Context
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if (const APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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}
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}
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// // Called every frame
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// void ALumiCharacter::Tick(const float DeltaTime)
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// {
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// Super::Tick(DeltaTime);
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// }
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// Called to bind functionality to input
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void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Started,
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this,
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&ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Completed,
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this,
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&ACharacter::StopJumping);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnMoveTriggered);
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// Looking
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EnhancedInputComponent->BindAction(LookAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnLookTriggered);
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}
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else
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{
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UE_LOG(
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LogLumiCharacter,
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Error,
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TEXT(
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"'%s' Failed to find an Enhanced Input component! "
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"This template is built to use the Enhanced Input system. "
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"If you intend to use the legacy system, then you will need to update this C++ file."
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),
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*GetNameSafe(this)
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);
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}
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}
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void ALumiCharacter::OnJumpStarted(const FInputActionValue& Value)
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{
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Jump();
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}
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void ALumiCharacter::OnJumpHold(const FInputActionValue& Value)
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{
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// Get how long the jump has been held
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const float JumpHoldTime = Value.Get<float>();
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UE_LOG(LogLumiCharacter, Log, TEXT("Holding Jump for %f seconds"), JumpHoldTime);
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}
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void ALumiCharacter::OnJumpCompleted(const FInputActionValue& Value)
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{
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StopJumping();
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}
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void ALumiCharacter::OnMoveTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D MovementVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement
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AddMovementInput(ForwardDirection, MovementVector.Y);
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AddMovementInput(RightDirection, MovementVector.X);
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}
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}
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void ALumiCharacter::OnLookTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D LookAxisVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// add yaw and pitch input to controller
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AddControllerYawInput(LookAxisVector.X);
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AddControllerPitchInput(LookAxisVector.Y);
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}
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}
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@@ -0,0 +1,69 @@
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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/Character.h"
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#include "Logging/LogMacros.h"
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#include "LumiCharacter.generated.h"
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class USpringArmComponent;
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class UCameraComponent;
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
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UCLASS()
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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{
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GENERATED_BODY()
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/** Camera boom positioning the camera behind the character */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraBoom;
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/** Follow camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FollowCamera;
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputMappingContext* DefaultMappingContext;
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* JumpAction;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* LookAction;
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public:
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// Sets default values for this character's properties
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ALumiCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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// virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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private:
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// Jump
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void OnJumpStarted(const FInputActionValue& Value);
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void OnJumpHold(const FInputActionValue& Value);
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void OnJumpCompleted(const FInputActionValue& Value);
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// Move
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void OnMoveTriggered(const FInputActionValue& Value);
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// Look
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void OnLookTriggered(const FInputActionValue& Value);
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};
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@@ -0,0 +1,30 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class WizardingCentral : ModuleRules
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{
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public WizardingCentral(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"EnhancedInput"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WizardingCentral.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, WizardingCentral, "WizardingCentral" );
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@@ -0,0 +1,6 @@
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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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