// Fill out your copyright notice in the Description page of Project Settings. #include "TempCharacter.h" #include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h" // Sets default values ATempCharacter::ATempCharacter() { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; } // Called when the game starts or when spawned void ATempCharacter::BeginPlay() { Super::BeginPlay(); } void ATempCharacter::ForwardInput(float Axis) { AddMovementInput(GetActorForwardVector()* Axis); } void ATempCharacter::RightMoveInput(float Axis) { AddMovementInput(GetActorRightVector()* Axis); } // Called every frame void ATempCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput); PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput); PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput); PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput); PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); } /* TODO: Make custom bool for pressed interact in trigger Make custom bool for when player enters the trigger its set to true Make if statement if both flags are true then dilouge box pops up */ void ATempCharacter::KeyPressed(FKey Interact) { UE_LOG(LogTemp, Display, TEXT("Interact key is being pressed")); }