#include "GasaCharacter.h" #include "Camera/CameraComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" void AGasaCharacter::SetHighlight(EHighlight desired) { } AGasaCharacter::AGasaCharacter() { PrimaryActorTick.bCanEverTick = false; UCharacterMovementComponent* Movement = GetCharacterMovement(); Movement->bOrientRotationToMovement = true; Movement->bConstrainToPlane = true; Movement->bSnapToPlaneAtStart = true; Movement->RotationRate = FRotator(0.0, 400.f, 0.0); bUseControllerRotationPitch = false; bUseControllerRotationRoll = false; bUseControllerRotationYaw = false; USceneComponent* root_component = GetRootComponent(); USkeletalMeshComponent* mesh = GetMesh(); CamSpringArm = CreateDefaultSubobject("Camera Spring Arm"); CamSpringArm->SetupAttachment(root_component); CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0))); CamSpringArm->TargetArmLength = 400.0f; CamSpringArm->bInheritPitch = false; CamSpringArm->bInheritYaw = false; CamSpringArm->bInheritRoll = false; Camera = CreateDefaultSubobject("Camera"); Camera->SetupAttachment(CamSpringArm); Weapon = CreateDefaultSubobject("Weapon"); Weapon->SetupAttachment(mesh, FName("WeaponAttach")); Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision); } void AGasaCharacter::BeginPlay() { Super::BeginPlay(); }