Test Character and controller
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17
Source/OpenConflict/Public/MyGameModeBase.h
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17
Source/OpenConflict/Public/MyGameModeBase.h
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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/GameModeBase.h"
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#include "MyGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class OPENCONFLICT_API AMyGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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28
Source/OpenConflict/Public/MyPlayerCharacter/MyCharacter.h
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28
Source/OpenConflict/Public/MyPlayerCharacter/MyCharacter.h
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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 "Camera/CameraComponent.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "MyCharacter.generated.h"
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UCLASS()
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class OPENCONFLICT_API AMyCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AMyCharacter();
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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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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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};
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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 "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "MyCharacter.h"
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "MyPlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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class OPENCONFLICT_API AMyPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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AMyPlayerController();
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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UInputMappingContext* PlayerInputContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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UInputAction* MoveAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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UInputAction* LookAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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UInputAction* JumpAction;
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public:
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virtual void SetupInputComponent() override;
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UPROPERTY()
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AMyCharacter* PlayerCharacter;
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private:
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void Move(const FInputActionValue& Value);
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void Look(const FInputActionValue& Value);
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void Jump(const FInputActionValue& Value);
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};
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