// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "Logging/LogMacros.h" #include "MyProjectCharacter.generated.h" class USpringArmComponent; class UCameraComponent; class UInputAction; struct FInputActionValue; DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); /** * A simple player-controllable third person character * Implements a controllable orbiting camera */ UCLASS(abstract) class AMyProjectCharacter : public ACharacter { GENERATED_BODY() /** Camera boom positioning the camera behind the character */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) USpringArmComponent* CameraBoom; /** Follow camera */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) UCameraComponent* FollowCamera; protected: /** Jump Input Action */ UPROPERTY(EditAnywhere, Category="Input") UInputAction* JumpAction; /** Move Input Action */ UPROPERTY(EditAnywhere, Category="Input") UInputAction* MoveAction; /** Look Input Action */ UPROPERTY(EditAnywhere, Category="Input") UInputAction* LookAction; /** Mouse Look Input Action */ UPROPERTY(EditAnywhere, Category="Input") UInputAction* MouseLookAction; public: /** Constructor */ AMyProjectCharacter(); protected: /** Initialize input action bindings */ virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; protected: /** Called for movement input */ void Move(const FInputActionValue& Value); /** Called for looking input */ void Look(const FInputActionValue& Value); public: /** Handles move inputs from either controls or UI interfaces */ UFUNCTION(BlueprintCallable, Category="Input") virtual void DoMove(float Right, float Forward); /** Handles look inputs from either controls or UI interfaces */ UFUNCTION(BlueprintCallable, Category="Input") virtual void DoLook(float Yaw, float Pitch); /** Handles jump pressed inputs from either controls or UI interfaces */ UFUNCTION(BlueprintCallable, Category="Input") virtual void DoJumpStart(); /** Handles jump pressed inputs from either controls or UI interfaces */ UFUNCTION(BlueprintCallable, Category="Input") virtual void DoJumpEnd(); public: /** Returns CameraBoom subobject **/ FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } /** Returns FollowCamera subobject **/ FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } };