https://differentdirection.youtrack.cloud/issue/OC-3/Replication-Projectiles complete #3
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Source/OpenConflict/DDIGameInstance.cpp
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Source/OpenConflict/DDIGameInstance.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DDIGameInstance.h"
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Source/OpenConflict/DDIGameInstance.h
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Source/OpenConflict/DDIGameInstance.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 "Engine/GameInstance.h"
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#include "DDIGameInstance.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 UDDIGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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};
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@@ -74,7 +74,7 @@ void ADDIPlayerController::Move(const FInputActionValue& Value)
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void ADDIPlayerController::Look(const FInputActionValue& Value)
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void ADDIPlayerController::Look(const FInputActionValue& Value)
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{
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{
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const FVector2D LookAxisVector = Value.Get<FVector2D>();
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const FVector2D LookAxisVector = Value.Get<FVector2D>()*mouseSensitivity; //Added mouseSensitivity
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if (APawn* ControlledPawn = GetPawn())
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if (APawn* ControlledPawn = GetPawn())
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{
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{
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@@ -36,12 +36,15 @@ protected:
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UPROPERTY(EditAnywhere, Category="Shooter")
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UPROPERTY(EditAnywhere, Category="Shooter")
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FName PlayerPawnTag = FName("Player");
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FName PlayerPawnTag = FName("Player");
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/**/
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/*Functions*/
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/*Functions*/
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public:
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public:
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/*Properties*/
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/*Properties*/
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Game Settings")
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float mouseSensitivity;
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/*Functions*/
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/*Functions*/
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/*C++ only declarations*/
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/*C++ only declarations*/
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