Update Character for Procedural Aiming & Character Parenting
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							| @ -31,20 +31,20 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter() | ||||
| 	// Set size for collision capsule
 | ||||
| 	GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); | ||||
| 
 | ||||
| 	// Create a CameraComponent	
 | ||||
| 	FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera")); | ||||
| 	FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); | ||||
| 	FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
 | ||||
| 	FirstPersonCameraComponent->bUsePawnControlRotation = true; | ||||
| 
 | ||||
| 	// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
 | ||||
| 	Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P")); | ||||
| 	Mesh1P->SetOnlyOwnerSee(true); | ||||
| 	Mesh1P->SetupAttachment(FirstPersonCameraComponent); | ||||
| 	Mesh1P->bCastDynamicShadow = false; | ||||
| 	Mesh1P->CastShadow = false; | ||||
| 	//Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
 | ||||
| 	Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f)); | ||||
| 	// // Create a CameraComponent	
 | ||||
| 	// FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
 | ||||
| 	// FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
 | ||||
| 	// FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
 | ||||
| 	// FirstPersonCameraComponent->bUsePawnControlRotation = true;
 | ||||
| 	//
 | ||||
| 	// // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
 | ||||
| 	// Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
 | ||||
| 	// Mesh1P->SetOnlyOwnerSee(true);
 | ||||
| 	// Mesh1P->SetupAttachment(FirstPersonCameraComponent);
 | ||||
| 	// Mesh1P->bCastDynamicShadow = false;
 | ||||
| 	// Mesh1P->CastShadow = false;
 | ||||
| 	// //Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
 | ||||
| 	// Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
 | ||||
| } | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount() | ||||
| @ -105,6 +105,7 @@ void AEndlessVendettaCharacter::BeginPlay() | ||||
| 	GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); | ||||
| 	for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) | ||||
| 	{ | ||||
| 		FirstPersonCameraComponent = Cast<UCameraComponent>(PlayersCamera); | ||||
| 		GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera)); | ||||
| 		break; | ||||
| 	} | ||||
| @ -210,16 +211,16 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* | ||||
| 	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) | ||||
| 	{ | ||||
| 		//Jumping
 | ||||
| 		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump); | ||||
| 		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); | ||||
| 		// EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
 | ||||
| 		// EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
 | ||||
| 
 | ||||
| 		//Moving
 | ||||
| 		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move); | ||||
| 		EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint); | ||||
| 		EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint); | ||||
| 		// EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
 | ||||
| 		// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
 | ||||
| 		// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
 | ||||
| 
 | ||||
| 		//Looking
 | ||||
| 		EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look); | ||||
| 		// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
 | ||||
| 
 | ||||
| 		// Gadget Toggling
 | ||||
| 		EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon); | ||||
| @ -793,7 +794,7 @@ void AEndlessVendettaCharacter::HoldInteract() | ||||
| 
 | ||||
| 	if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; | ||||
| 	if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; | ||||
| 	 | ||||
| 
 | ||||
| 	FTransform TakeOffTransform = GetActorTransform(); | ||||
| 	FVector NewLoc = TakeOffTransform.GetLocation(); | ||||
| 	NewLoc.Z += BikeRideHeight; | ||||
|  | ||||
| @ -46,12 +46,12 @@ private: | ||||
| 	UInputMappingContext* DefaultMappingContext; | ||||
| 
 | ||||
| 	/** Jump Input Action */ | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) | ||||
| 	UInputAction* JumpAction; | ||||
| 	// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
 | ||||
| 	// UInputAction* JumpAction;
 | ||||
| 
 | ||||
| 	/** Move Input Action */ | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) | ||||
| 	UInputAction* MoveAction; | ||||
| 	// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
 | ||||
| 	// UInputAction* MoveAction;
 | ||||
| 
 | ||||
| 	// Gadget Actions
 | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) | ||||
| @ -176,8 +176,8 @@ public: | ||||
| 	double MoveGroundSpeed; | ||||
| 
 | ||||
| 	/** Look Input Action */ | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) | ||||
| 	class UInputAction* LookAction; | ||||
| 	// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
 | ||||
| 	// class UInputAction* LookAction;
 | ||||
| 
 | ||||
| 	/** Bool for AnimBP to switch to another animation set */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon) | ||||
|  | ||||
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