39 virtual void BeginPlay();
40 virtual void SetupPlayerInputComponent(
class UInputComponent* PlayerInputComponent)
override;
44 UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
46 void PickUp_Implementation();
48 UPROPERTY(BlueprintReadWrite)
49 AActor* PickedUpObject;
53 UFUNCTION(BlueprintCallable)
62 virtual FString GetCustomLogInfo()
const override
64 return FString::Printf(TEXT(
"Velocity: %.1f"), GetVelocity().Size());
67 bool GetPickedUpSomething();
73 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess =
"true"))
74 UInputMappingContext* DefaultMappingContext;
77 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
78 UInputAction* JumpAction;
79 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
80 UInputAction* MoveAction;
81 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
82 UInputAction* LookAction;
85 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
86 UInputAction* PickUpAction;
87 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
88 UInputAction* InteractAction;
89 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
90 UInputAction* PauseAction;
93 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
94 UInputAction* LeftTriggerAction;
95 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
96 UInputAction* RightTriggerAction;
100 void Move(const FInputActionValue& Value);
101 void Look(const FInputActionValue& Value);
105 UPROPERTY(EditAnywhere, BlueprintReadWrite)
106 bool bCanMove = true;
110 UPROPERTY(EditAnywhere)
116 bool PickedUpSomething = false;
Main player character for cooperative gameplay.
Definition MainPlayer.h:32