Created Custom FP Character with custom Interact
Created a Temp Character script and gave it functionallity, also gave it the custom keybind E so when pressed it displays a log message so I know it works. Also created a temporary gamemode for merchant level
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@ -28,6 +28,6 @@ bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Levels/Main.Main
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Script/Engine.GameModeBase
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GlobalDefaultGameMode=/Game/Merchant/BP_MerchantGameMode.BP_MerchantGameMode_C
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GlobalDefaultServerGameMode=None
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Content/Blueprints/BP_MyTempCharacter.uasset
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Content/Blueprints/BP_MyTempCharacter.uasset
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:e80b44e582d11e6ad42033c0a1a16231f6301999bae071ebfb5b4e873f21d127
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size 22069
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BIN
Content/Levels/MerchantPrototype.umap
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Content/Levels/MerchantPrototype.umap
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Content/Merchant/BP_MerchantGameMode.uasset
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Content/Merchant/BP_MerchantGameMode.uasset
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Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp
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Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TempCharacter.h"
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#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
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// Sets default values
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ATempCharacter::ATempCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ATempCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ATempCharacter::ForwardInput(float Axis)
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{
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AddMovementInput(GetActorForwardVector()* Axis);
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}
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void ATempCharacter::RightMoveInput(float Axis)
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{
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AddMovementInput(GetActorRightVector()* Axis);
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}
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// Called every frame
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void ATempCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
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PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
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PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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}
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void ATempCharacter::KeyPressed(FKey Interact)
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{
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UE_LOG(LogTemp, Display, TEXT("Interact key is being pressed"));
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}
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Source/the_twilight_abyss/PlayerTemp/TempCharacter.h
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Source/the_twilight_abyss/PlayerTemp/TempCharacter.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "TempCharacter.generated.h"
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UCLASS()
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class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ATempCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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void ForwardInput(float Axis);
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void RightMoveInput(float Axis);
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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void KeyPressed(FKey Interact);
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};
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