Leaning stuff experiment

remember to lean backwards and run jump
This commit is contained in:
Kukukakhew
2025-11-28 21:33:10 -05:00
parent 81381675e3
commit f46b65df11
9 changed files with 4 additions and 14 deletions

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@@ -2,6 +2,7 @@
#include "DDICharacter.h"
#include "GameFramework/SpringArmComponent.h"
// Sets default values
ADDICharacter::ADDICharacter()
@@ -11,15 +12,8 @@ ADDICharacter::ADDICharacter()
bReplicates = true;
// bReplicateMovement = true;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComponent->SetupAttachment(GetMesh());
CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
CameraComponent->bUsePawnControlRotation = true;
/* Was going to add, but showed up as duplicate.
//CharacterMeshCompenent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMeshComponent"));
// CharacterMeshCompenent->SetupAttachment(CameraComponent);
*/
}
// Called when the game starts or when spawned

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@@ -7,6 +7,7 @@
#include "GameFramework/Character.h"
#include "DDICharacter.generated.h"
UCLASS()
class OPENCONFLICT_API ADDICharacter : public ACharacter
{
@@ -25,11 +26,6 @@ public:
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
UCameraComponent* CameraComponent;
/* Was going to add but showed up as duplicate
//UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Mesh")
//class USkeletalMeshComponent* CharacterMeshCompenent;
*/
UCameraComponent* CameraComponent
};