feat: add core gameplay classes and blueprints
- Add ExoGameMode class - Add ExoCharacterBase class - Add ExoPlayerController with basic movement and camera controls - Add blueprints for ExoPlayerController and ExoGameMode
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1220a82663
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33
Config/DefaultEditorPerProjectUserSettings.ini
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33
Config/DefaultEditorPerProjectUserSettings.ini
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@ -0,0 +1,33 @@
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[/Script/UnrealEd.EditorStyleSettings]
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bEnableUserEditorLayoutManagement=True
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ColorVisionDeficiencyPreviewType=NormalVision
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ColorVisionDeficiencySeverity=3
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bColorVisionDeficiencyCorrection=False
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bColorVisionDeficiencyCorrectionPreviewWithDeficiency=False
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SelectionColor=(R=0.828000,G=0.364000,B=0.003000,A=1.000000)
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AdditionalSelectionColors[0]=(R=0.019382,G=0.496933,B=1.000000,A=1.000000)
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AdditionalSelectionColors[1]=(R=0.356400,G=0.040915,B=0.520996,A=1.000000)
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AdditionalSelectionColors[2]=(R=1.000000,G=0.168269,B=0.332452,A=1.000000)
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AdditionalSelectionColors[3]=(R=1.000000,G=0.051269,B=0.051269,A=1.000000)
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AdditionalSelectionColors[4]=(R=1.000000,G=0.715693,B=0.010330,A=1.000000)
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AdditionalSelectionColors[5]=(R=0.258183,G=0.539479,B=0.068478,A=1.000000)
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bEnableEditorWindowBackgroundColor=False
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EditorWindowBackgroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)
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bUseSmallToolBarIcons=False
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bUseGrid=True
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RegularColor=(R=0.035000,G=0.035000,B=0.035000,A=1.000000)
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RuleColor=(R=0.008000,G=0.008000,B=0.008000,A=1.000000)
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CenterColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
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GridSnapSize=16
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GraphBackgroundBrush=(bIsDynamicallyLoaded=False,DrawAs=Image,Tiling=NoTile,Mirroring=NoMirror,ImageType=NoImage,ImageSize=(X=32.000000,Y=32.000000),Margin=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000),TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseColor_Specified),OutlineSettings=(CornerRadii=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Color=(SpecifiedColor=(R=0.000000,G=0.000000,B=0.000000,A=0.000000),ColorUseRule=UseColor_Specified),Width=0.000000,RoundingType=HalfHeightRadius,bUseBrushTransparency=False),ResourceObject=None,ResourceName="",UVRegion=(Min=(X=0.000000,Y=0.000000),Max=(X=0.000000,Y=0.000000),bIsValid=False))
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bShowFriendlyNames=True
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bShowNativeComponentNames=True
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bExpandConfigurationMenus=False
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bShowProjectMenus=True
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bShowLaunchMenus=True
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bShowAllAdvancedDetails=False
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bShowHiddenPropertiesWhilePlaying=False
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AssetEditorOpenLocation=MainWindow
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bEnableColorizedEditorTabs=True
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CurrentAppliedTheme=134380265FBB4A9CA00A1DC9770217B8
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@ -50,5 +50,16 @@ ManualIPAddress=
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Blueprints/Levels/TestMap.TestMap
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Blueprints/Levels/TestMap.TestMap
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ExoGameMode.BP_ExoGameMode_C
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GlobalDefaultServerGameMode=None
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BIN
Content/Blueprints/Game/BP_ExoGameMode.uasset
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BIN
Content/Blueprints/Game/BP_ExoGameMode.uasset
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Binary file not shown.
BIN
Content/Blueprints/Player/BP_ExoPlayerController.uasset
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BIN
Content/Blueprints/Player/BP_ExoPlayerController.uasset
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Binary file not shown.
Binary file not shown.
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@ -7,7 +7,10 @@
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{
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"Name": "Exo",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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@ -8,7 +8,7 @@ public class Exo : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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34
Source/Exo/Private/Characters/ExoCharacterBase.cpp
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Source/Exo/Private/Characters/ExoCharacterBase.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Characters/ExoCharacterBase.h"
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// Sets default values
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AExoCharacterBase::AExoCharacterBase()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AExoCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AExoCharacterBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AExoCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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5
Source/Exo/Private/Game/ExoGameMode.cpp
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Source/Exo/Private/Game/ExoGameMode.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Game/ExoGameMode.h"
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66
Source/Exo/Private/Player/ExoPlayerController.cpp
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Source/Exo/Private/Player/ExoPlayerController.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/ExoPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GameFramework/Character.h"
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AExoPlayerController::AExoPlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void AExoPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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check(InputContext);
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (Subsystem)
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{
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Subsystem->AddMappingContext(InputContext, 0);
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}
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PlayerCharacter = GetPawn<ACharacter>();
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}
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void AExoPlayerController::PlayerTick(float DeltaTime)
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{
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Super::PlayerTick(DeltaTime);
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}
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void AExoPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Move);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Look);
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}
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void AExoPlayerController::Move(const FInputActionValue& InputActionValue)
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{
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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const FRotator Rotation = GetControlRotation();
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const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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if (PlayerCharacter)
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{
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PlayerCharacter->AddMovementInput(ForwardDirection, InputAxisVector.X);
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PlayerCharacter->AddMovementInput(RightDirection, InputAxisVector.Y);
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}
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}
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void AExoPlayerController::Look(const FInputActionValue& InputActionValue)
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{
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FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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AddYawInput(InputAxisVector.X);
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AddPitchInput(InputAxisVector.Y);
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}
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29
Source/Exo/Public/Characters/ExoCharacterBase.h
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Source/Exo/Public/Characters/ExoCharacterBase.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 "GameFramework/Character.h"
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#include "ExoCharacterBase.generated.h"
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UCLASS()
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class EXO_API AExoCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AExoCharacterBase();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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17
Source/Exo/Public/Game/ExoGameMode.h
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Source/Exo/Public/Game/ExoGameMode.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 "GameFramework/GameModeBase.h"
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#include "ExoGameMode.generated.h"
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/**
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*
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*/
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UCLASS()
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class EXO_API AExoGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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};
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46
Source/Exo/Public/Player/ExoPlayerController.h
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46
Source/Exo/Public/Player/ExoPlayerController.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 "GameFramework/PlayerController.h"
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#include "ExoPlayerController.generated.h"
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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UCLASS()
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class EXO_API AExoPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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AExoPlayerController();
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virtual void BeginPlay() override;
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virtual void PlayerTick(float DeltaTime) override;
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protected:
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virtual void SetupInputComponent() override;
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Move(const FInputActionValue& InputActionValue);
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Look(const FInputActionValue& InputActionValue);
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protected:
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputMappingContext> InputContext;
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UPROPERTY(EditAnywhere, Category= "Input")
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> LookAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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TObjectPtr<ACharacter> PlayerCharacter;
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};
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