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DisplayClusterPawnBase.h

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  • DisplayClusterPawnBase.h 1.94 KiB
    #pragma once
    
    #include "Components/InputComponent.h"
    #include "GameFramework/FloatingPawnMovement.h"
    #include "GameFramework/PawnMovementComponent.h"
    #include "GameFramework/RotatingMovementComponent.h"
    #include "CoreMinimal.h"
    #include "DisplayClusterPawn.h"
    
    #include "DisplayClusterPawnBase.generated.h"
    
    UCLASS()
    class NDISPLAYEXTENSIONS_API ADisplayClusterPawnBase : public ADisplayClusterPawn
    {
      GENERATED_UCLASS_BODY()
    
    public:
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void MoveForward (float Value);
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void MoveRight   (float Value);
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void MoveUp      (float Value);
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void TurnAtRate  (float Rate );
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void TurnAtRate2 (float Rate );
      UFUNCTION(BlueprintCallable, Category = "Pawn") virtual void LookUpAtRate(float Rate );
    
      virtual void                    BeginPlay           ()                         override;
      virtual void                    Tick                (float DeltaSeconds)       override;
      virtual UPawnMovementComponent* GetMovementComponent()                   const override;
    
      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn") float BaseTurnRate  ;
      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn") float BaseLookUpRate;
    
    protected:
      virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
    
      UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UFloatingPawnMovement*      MovementComponent ;
      UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) URotatingMovementComponent* RotatingComponent ;
      UPROPERTY(Category = Pawn, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) URotatingMovementComponent* RotatingComponent2;
    };