Update Character for Procedural Aiming & Character Parenting
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimMan_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/BP_MainCharacter.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/GameModes/ALS_GameMode_SP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/OverlayStateButtonParams.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Blueprints/UI/OverlayStateSwitcher.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset
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EndlessVendetta/Content/AdvancedLocomotionV4/Data/Enums/ALS_OverlayState.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/ABP_Arms.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/ArmsAnimations/AIMTEST.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/BP_BasePistolWeapon_Animated.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Shotguns/BP_BaseShotgun.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Snipers/BaseSniper.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WBP_AmmoCount.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/Data/WeaponSight_Enum.uasset
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EndlessVendetta/Content/FirstPersonArms/Character/Mesh/SK_Mannequin_Arms_Skeleton.uasset
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@ -31,20 +31,20 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter()
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// Set size for collision capsule
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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// Create a CameraComponent
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// // Create a CameraComponent
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FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
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// FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
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FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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// FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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// FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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FirstPersonCameraComponent->bUsePawnControlRotation = true;
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// FirstPersonCameraComponent->bUsePawnControlRotation = true;
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//
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// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
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// // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
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Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
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// Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
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Mesh1P->SetOnlyOwnerSee(true);
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// Mesh1P->SetOnlyOwnerSee(true);
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Mesh1P->SetupAttachment(FirstPersonCameraComponent);
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// Mesh1P->SetupAttachment(FirstPersonCameraComponent);
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Mesh1P->bCastDynamicShadow = false;
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// Mesh1P->bCastDynamicShadow = false;
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Mesh1P->CastShadow = false;
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// Mesh1P->CastShadow = false;
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//Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
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// //Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
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Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
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// Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
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}
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}
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void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
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void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
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@ -105,6 +105,7 @@ void AEndlessVendettaCharacter::BeginPlay()
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GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules);
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GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules);
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for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera")))
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for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera")))
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{
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{
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FirstPersonCameraComponent = Cast<UCameraComponent>(PlayersCamera);
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GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera));
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GadgetManager->SpawnGadgetsOnBeginPlay(Cast<USceneComponent>(PlayersCamera));
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break;
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break;
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}
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}
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@ -210,16 +211,16 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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{
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{
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//Jumping
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//Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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// EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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// EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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//Moving
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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// EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
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// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
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// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
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//Looking
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//Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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// Gadget Toggling
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// Gadget Toggling
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EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon);
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EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon);
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@ -793,7 +794,7 @@ void AEndlessVendettaCharacter::HoldInteract()
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if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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FTransform TakeOffTransform = GetActorTransform();
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FTransform TakeOffTransform = GetActorTransform();
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FVector NewLoc = TakeOffTransform.GetLocation();
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FVector NewLoc = TakeOffTransform.GetLocation();
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NewLoc.Z += BikeRideHeight;
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NewLoc.Z += BikeRideHeight;
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@ -46,12 +46,12 @@ private:
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UInputMappingContext* DefaultMappingContext;
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UInputMappingContext* DefaultMappingContext;
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/** Jump Input Action */
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* JumpAction;
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// UInputAction* JumpAction;
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/** Move Input Action */
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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// UInputAction* MoveAction;
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// Gadget Actions
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// Gadget Actions
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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@ -176,8 +176,8 @@ public:
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double MoveGroundSpeed;
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double MoveGroundSpeed;
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/** Look Input Action */
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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// class UInputAction* LookAction;
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/** Bool for AnimBP to switch to another animation set */
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/** Bool for AnimBP to switch to another animation set */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon)
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