Character blueprint setup

This commit is contained in:
2024-04-12 14:49:22 -04:00
parent b26e5e05eb
commit b886b91bd0
36 changed files with 151 additions and 60 deletions

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#include "EnemyCharacter.h"

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#pragma once
#include "GasaCharacter.h"
#include "EnemyCharacter.generated.h"
UCLASS(Blueprintable)
class GASA_API AEnemyCharacter : public AGasaCharacter
{
GENERATED_BODY()
public:
};

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#include "GasaCharacter.h"
AGasaCharacter::AGasaCharacter()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponAttach"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
}

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#pragma once
#include "GameFramework/Character.h"
#include "GasaCharacter.generated.h"
UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
AGasaCharacter();
#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region Actor
void BeginPlay() override;
#pragma endregion Actor
};

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#include "PlayerCharacter.h"

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#pragma once
#include "GasaCharacter.h"
#include "PlayerCharacter.generated.h"
UCLASS(Blueprintable)
class GASA_API APlayerCharacter : public AGasaCharacter
{
GENERATED_BODY()
public:
};

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#include "GasaCharacter.h"
void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
}

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#pragma once
#include "GameFramework/Character.h"
#include "GasaCharacter.generated.h"
UCLASS(BlueprintType, Blueprintable)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
#pragma region Actor
void BeginPlay() override;
#pragma endregion Actor
};