Leaning stuff experiment
remember to lean backwards and run jump
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Content/Input/Lean_IA.uasset
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Content/Input/Lean_IA.uasset
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Content/MyDDICharacter.uasset
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Content/MyDDICharacter.uasset
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Content/MyDDICharacter2.uasset
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Content/MyDDICharacter2.uasset
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@@ -2,6 +2,7 @@
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#include "DDICharacter.h"
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#include "GameFramework/SpringArmComponent.h"
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// Sets default values
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ADDICharacter::ADDICharacter()
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@@ -11,15 +12,8 @@ ADDICharacter::ADDICharacter()
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bReplicates = true;
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// bReplicateMovement = true;
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
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CameraComponent->SetupAttachment(GetMesh());
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->bUsePawnControlRotation = true;
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/* Was going to add, but showed up as duplicate.
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//CharacterMeshCompenent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMeshComponent"));
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// CharacterMeshCompenent->SetupAttachment(CameraComponent);
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*/
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}
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// Called when the game starts or when spawned
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@@ -7,6 +7,7 @@
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#include "GameFramework/Character.h"
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#include "DDICharacter.generated.h"
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UCLASS()
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class OPENCONFLICT_API ADDICharacter : public ACharacter
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{
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@@ -25,11 +26,6 @@ public:
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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/* Was going to add but showed up as duplicate
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//UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Mesh")
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//class USkeletalMeshComponent* CharacterMeshCompenent;
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*/
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UCameraComponent* CameraComponent
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};
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