Updated TempCharacter.cpp
Cached the camera reference isntead of constantly casting for it
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@ -24,6 +24,7 @@ void ATempCharacter::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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Health = 100;
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Health = 100;
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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}
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}
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//Binds the input we made in the setup player component to the forward vector
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//Binds the input we made in the setup player component to the forward vector
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@ -147,7 +148,6 @@ void ATempCharacter::InputDisabler()
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
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GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
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GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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if (ThisCamera == nullptr)
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if (ThisCamera == nullptr)
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{
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{
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return;
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return;
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@ -173,7 +173,6 @@ void ATempCharacter::InputEnabler()
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
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GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
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//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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TraceDistance = 300;
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TraceDistance = 300;
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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if (ThisCamera == nullptr)
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if (ThisCamera == nullptr)
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{
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{
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return;
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return;
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