Added Move Controls
This commit is contained in:
parent
db97d5cd35
commit
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@ -21,6 +21,18 @@
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"BuildId": "37670630"
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},
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"BuildProducts": [
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LegumeMix.dll",
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"Type": "DynamicLibrary"
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},
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LegumeMix.pdb",
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"Type": "SymbolFile"
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},
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor.modules",
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"Type": "RequiredResource"
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},
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{
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"Path": "$(EngineDir)/Binaries/ThirdParty/USD/UsdResources/Win64/plugins/ar/resources/plugInfo.json",
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"Type": "RequiredResource"
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@ -4872,21 +4884,13 @@
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{
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"Path": "$(EngineDir)/Plugins/XGEController/Binaries/Win64/UnrealEditor.modules",
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"Type": "RequiredResource"
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},
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LegumeMix.dll",
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"Type": "DynamicLibrary"
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},
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LegumeMix.pdb",
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"Type": "SymbolFile"
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},
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{
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"Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor.modules",
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"Type": "RequiredResource"
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}
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],
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"RuntimeDependencies": [
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{
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"Path": "$(ProjectDir)/LegumeMix.uproject",
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"Type": "UFS"
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},
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{
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"Path": "$(EngineDir)/Binaries/ThirdParty/DbgHelp/dbghelp.dll",
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"Type": "NonUFS"
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@ -30614,10 +30618,6 @@
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{
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"Path": "$(EngineDir)/Plugins/XGEController/XGEController.uplugin",
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"Type": "UFS"
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},
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{
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"Path": "$(ProjectDir)/LegumeMix.uproject",
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"Type": "UFS"
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}
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],
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"BuildPlugins": [
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BIN
Binaries/Win64/UnrealEditor-LegumeMix.exp
(Stored with Git LFS)
BIN
Binaries/Win64/UnrealEditor-LegumeMix.exp
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:e84b4b7673f86d993c6008878a4fe2cf485eb54beb76bafa7f6a9cbe068df991
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size 57430016
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oid sha256:4bd9e85e6cbd527b51099c9ee1800a227ff79bda18d26ac40b665732b99cbd36
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size 59527168
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@ -2,6 +2,7 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Engine/Maps/Templates/OpenWorld
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GlobalDefaultGameMode=/Game/Legumix/BP_GameMode.BP_GameMode_C
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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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BIN
Content/Legumix/BP_GameMode.uasset
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Content/Legumix/BP_GameMode.uasset
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Content/Legumix/Player/BP_Player.uasset
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Content/Legumix/Player/BP_Player.uasset
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Content/Legumix/Player/BP_PlayerController.uasset
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Content/Legumix/Player/BP_PlayerController.uasset
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Content/Legumix/Player/Input/IA_Jump.uasset
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Content/Legumix/Player/Input/IA_Jump.uasset
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Content/Legumix/Player/Input/IA_Look.uasset
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Content/Legumix/Player/Input/IA_Look.uasset
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Content/Legumix/Player/Input/IA_Move.uasset
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Content/Legumix/Player/Input/IA_Move.uasset
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Content/Legumix/Player/Input/IA_Shoot.uasset
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Content/Legumix/Player/Input/IA_Shoot.uasset
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Content/Legumix/Player/Input/IMC_Default.uasset
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Content/Legumix/Player/Input/IMC_Default.uasset
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@ -7,7 +7,10 @@
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{
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"Name": "LegumeMix",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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34
Source/LegumeMix/Private/Player/LMPlayer.cpp
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34
Source/LegumeMix/Private/Player/LMPlayer.cpp
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@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/LMPlayer.h"
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// Sets default values
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ALMPlayer::ALMPlayer()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ALMPlayer::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ALMPlayer::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ALMPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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27
Source/LegumeMix/Private/Player/LMPlayerController.cpp
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27
Source/LegumeMix/Private/Player/LMPlayerController.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/LMPlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputComponent.h"
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void ALMPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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EnhancedInputSubsystem = GetLocalPlayer()->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
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EnhancedInputSubsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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void ALMPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(InputComponent);
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Input->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ALMPlayerController::Move);
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}
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void ALMPlayerController::Move(const FInputActionValue& InputValue)
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{
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const FVector2d VectorDirection = InputValue.Get<FVector2d>();
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GetPawn()->AddMovementInput(GetPawn()->GetActorForwardVector(), VectorDirection.X);
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GetPawn()->AddMovementInput(GetPawn()->GetActorRightVector(), VectorDirection.Y);
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}
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29
Source/LegumeMix/Public/Player/LMPlayer.h
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29
Source/LegumeMix/Public/Player/LMPlayer.h
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@ -0,0 +1,29 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "LMPlayer.generated.h"
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UCLASS()
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class LEGUMEMIX_API ALMPlayer : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ALMPlayer();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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Source/LegumeMix/Public/Player/LMPlayerController.h
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Source/LegumeMix/Public/Player/LMPlayerController.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "LMPlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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class LEGUMEMIX_API ALMPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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virtual void BeginPlay() override;
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private:
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UPROPERTY()
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UEnhancedInputLocalPlayerSubsystem* EnhancedInputSubsystem;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowprivateAccess = true))
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TObjectPtr<UInputMappingContext> DefaultMappingContext;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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TObjectPtr<UInputAction> LookAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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TObjectPtr<UInputAction> JumpAction;
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virtual void SetupInputComponent() override;
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void Move(const FInputActionValue& InputValue);
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};
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