Movement Input
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Project/Content/Core/Game/BP_PlayerController.uasset
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Project/Content/Core/Game/BP_PlayerController.uasset
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// #define private protected
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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// #define private protected
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class UInputAction;
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struct FInputActionValue;
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class UInputMappingContext;
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class UInputMappingContext;
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#include "GasaPlayerController.h"
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#include "GasaPlayerController.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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AGasaPlayerController::AGasaPlayerController()
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AGasaPlayerController::AGasaPlayerController()
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@ -8,6 +9,58 @@ AGasaPlayerController::AGasaPlayerController()
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bReplicates = true;
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bReplicates = true;
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}
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}
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void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
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{
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#if 0
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FVector2D AxisV = ActionValue.Get<FVector2D>();
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FRotator ControlRot = GetControlRotation();
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FRotator YawRot = FRotator(0.f, ControlRot.Yaw, 0.f);
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FVector FwdDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::X);
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FVector RightDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::Y);
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APawn* Pawn = GetPawn<APawn>();
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if (Pawn)
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{
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Pawn->AddMovementInput(FwdDir, AxisV.Y);
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Pawn->AddMovementInput(RightDir, AxisV.X);
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}
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#else
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FVector2f AxisV = FVector2f(ActionValue.Get<FVector2D>());
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FQuat // FQuat isomorphic to FRotor (Hypothetical Def)
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ControlRotor = GetControlRotation().Quaternion();
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// ControlRotor.Normalize(); // The Quaternion should always be a versor with UE...
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FQuat4f
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YawRotor = FQuat4f(FVector3f::UpVector, ControlRotor.GetAngle());
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// YawRotor.Normalize(); // The Quaternion should always be a versor with UE...
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FVector3f FwdDir = YawRotor.RotateVector(FVector3f::ForwardVector);
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FVector3f RightDir = YawRotor.RotateVector(FVector3f::RightVector);
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APawn* PPawn = GetPawn<APawn>();
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if (PPawn)
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{
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PPawn->AddMovementInput(FVector(FwdDir), AxisV.Y);
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PPawn->AddMovementInput(FVector(RightDir), AxisV.X);
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}
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#endif
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}
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#pragma region PlayerController
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void AGasaPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent*
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EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
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{
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EIC->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ThisClass::Move);
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}
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}
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#pragma endregion PlayerController
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#pragma region Actor
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void AGasaPlayerController::BeginPlay()
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void AGasaPlayerController::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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@ -26,3 +79,4 @@ void AGasaPlayerController::BeginPlay()
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SetInputMode(MouseMode);
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SetInputMode(MouseMode);
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}
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}
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}
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}
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#pragma endregion Actor
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@ -1,18 +1,34 @@
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#pragma once
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#pragma once
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#include "GasaCommon.h"
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#include "GasaCommon.h"
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#include "GameFramework/PlayerController.h"
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#include "GasaPlayerController.generated.h"
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#include "GasaPlayerController.generated.h"
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UCLASS(Blueprintable)
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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerController : public APlayerController
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class GASA_API AGasaPlayerController : public APlayerController
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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#pragma region Input
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputMappingContext> IMC;
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TObjectPtr<UInputMappingContext> IMC;
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputAction> IA_Move;
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#pragma endregion Input
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AGasaPlayerController();
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AGasaPlayerController();
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void Move(FInputActionValue const& ActionValue);
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#pragma region PlayerController
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void SetupInputComponent() override;
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#pragma endregion PlayerController
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#pragma region Actor
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void BeginPlay() override;
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void BeginPlay() override;
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#pragma endregion Actor
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};
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};
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