test/Source/MyProject/MyProjectPlayerController.h

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2026-03-10 14:53:35 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "MyProjectPlayerController.generated.h"
class UInputMappingContext;
class UUserWidget;
/**
* Basic PlayerController class for a third person game
* Manages input mappings
*/
UCLASS(abstract)
class AMyProjectPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category ="Input|Input Mappings")
TArray<UInputMappingContext*> DefaultMappingContexts;
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> MobileExcludedMappingContexts;
/** Mobile controls widget to spawn */
UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
TSubclassOf<UUserWidget> MobileControlsWidgetClass;
/** Pointer to the mobile controls widget */
UPROPERTY()
TObjectPtr<UUserWidget> MobileControlsWidget;
/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
bool bForceTouchControls = false;
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Input mapping context setup */
virtual void SetupInputComponent() override;
/** Returns true if the player should use UMG touch controls */
bool ShouldUseTouchControls() const;
};