14. Post-Process Highlight

And alot more...
This commit is contained in:
2024-04-13 02:31:49 -04:00
parent 9d38b5f208
commit dd91451ec5
39 changed files with 473 additions and 78 deletions

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#include "CameraMount.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
ACameraMount::ACameraMount()
{
PrimaryActorTick.bCanEverTick = true;
RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
CamSpringArm = CreateDefaultSubobject<USpringArmComponent>("Camera Spring Arm");
CamSpringArm->SetupAttachment(RootComponent);
CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0)));
CamSpringArm->TargetArmLength = 400.0f;
CamSpringArm->bDoCollisionTest = true;
CamSpringArm->bInheritPitch = false;
CamSpringArm->bInheritYaw = false;
CamSpringArm->bInheritRoll = false;
Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
Camera->SetupAttachment(CamSpringArm);
}
void ACameraMount::PostInitializeComponents()
{
Super::PostInitializeComponents();
}

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#pragma once
#include "GasaCommon.h"
#include "CameraMount.generated.h"
UCLASS(Blueprintable)
class GASA_API ACameraMount : public AActor
{
GENERATED_BODY()
public:
#pragma region Camera
UPROPERTY(EditAnywhere, Category="Camera")
TObjectPtr<UCameraComponent> Camera;
UPROPERTY(EditAnywhere, Category="Camera")
TObjectPtr<USpringArmComponent> CamSpringArm;
#pragma endregion Camera
ACameraMount();
#pragma region Actor
void PostInitializeComponents() override;
#pragma endregion Actor
};