Select Git revision
DisplayClusterPawnBase.h
-
Ali Can Demiralp authoredAli Can Demiralp authored
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;
};