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@liana-p
Created January 28, 2025 20:34
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BlasterCharacter.h with enhanced input actions for UE 5.1+
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputMappingContext.h"
#include "BlasterCharacter.generated.h"
// https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine
UCLASS()
class BLASTER_API ABlasterCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ABlasterCharacter();
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere, Category = Input)
UInputMappingContext* InputMapping;
UPROPERTY(EditAnywhere, Category = Input)
UInputAction* MoveAction;
UPROPERTY(EditAnywhere, Category = Input)
UInputAction* LookAction;
UPROPERTY(EditAnywhere, Category = Input)
UInputAction* JumpAction;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void Move(const FInputActionInstance& Instance);
void Look(const FInputActionInstance& Instance);
void Jump(const FInputActionInstance& Instance);
private:
UPROPERTY(VisibleAnywhere, Category = Camera)
class USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, Category = Camera)
class UCameraComponent* FollowCamera;
};
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