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Character_movement_header_file

Jun 7th, 2020
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  1. //This is of course my header file. There will be some messsy and random commneting since I made my own and coppied some from third person class. Also I may have added something and commented it out to remove for test. This is my current header file which I referenced a lot from the third person cpp file.
  2. // Fill out your copyright notice in the Description page of Project Settings.
  3.  
  4. #pragma once
  5.  
  6. #include "CoreMinimal.h"
  7. #include "GameFramework/Character.h"
  8. // includes must be abolve this for some reason
  9. #include "Theo_movement.generated.h"
  10.  
  11. UCLASS(config=game)
  12. class BURNINGHEARTS_API ATheo_movement : public ACharacter
  13. {
  14.     GENERATED_BODY()
  15.  
  16.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  17.     class USpringArmComponent* CameraBoom;
  18.  
  19.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  20.     class UCameraComponent* FollowCamera;
  21.  
  22. public:
  23.  
  24.     ATheo_movement();
  25.  
  26.     /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
  27.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
  28.     float BaseTurnRate;
  29.  
  30.     /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
  31.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
  32.     float BaseLookUpRate;
  33.  
  34. protected:
  35.     // Called when the game starts or when spawned
  36.     //virtual void BeginPlay() override;
  37.  
  38.     void MoveForward(float Value);
  39.     void MoveRight(float Value);
  40.  
  41.     /**
  42.      * Called via input to turn at a given rate.
  43.      * @param Rate  This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
  44.      */
  45.     void TurnAtRate(float Rate);
  46.  
  47.     /**
  48.      * Called via input to turn look up/down at a given rate.
  49.      * @param Rate  This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
  50.      */
  51.     void LookUpAtRate(float Rate);
  52. /**
  53. public:
  54.     // Called every frame
  55.     virtual void Tick(float DeltaTime) override;
  56.  
  57.     // Called to bind functionality to input
  58.     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  59.  
  60.     //Sets jump flag when key is pressed.
  61.     UFUNCTION()
  62.         void StartJump();
  63.  
  64.     //Clears jump flag when key is released
  65.     UFUNCTION()
  66.         void StopJump();
  67.  
  68.  */
  69. public:
  70.     // APawn interface
  71.     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  72.     // End of APawn interface
  73. };
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