// 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); } void ATempCharacter::KeyPressed(FKey Interact) { UE_LOG(LogTemp, Display, TEXT("Interact key is being pressed")); }