// 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); };