Test Character and controller

This commit is contained in:
Kukukakhew
2025-11-22 13:06:39 -05:00
parent 0598ac722c
commit 1a9364c821
13 changed files with 226 additions and 2 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Camera/CameraComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class OPENCONFLICT_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMyCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
UCameraComponent* CameraComponent;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "MyCharacter.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "MyPlayerController.generated.h"
/**
*
*/
UCLASS()
class OPENCONFLICT_API AMyPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AMyPlayerController();
protected:
virtual void BeginPlay() override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
UInputMappingContext* PlayerInputContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
UInputAction* MoveAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
UInputAction* LookAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
UInputAction* JumpAction;
public:
virtual void SetupInputComponent() override;
UPROPERTY()
AMyCharacter* PlayerCharacter;
private:
void Move(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void Jump(const FInputActionValue& Value);
};