feat: initial commit
This commit is contained in:
		
							
								
								
									
										51
									
								
								Source/UTAD_UI/UTAD_UICharacter.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										51
									
								
								Source/UTAD_UI/UTAD_UICharacter.cpp
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,51 @@ | ||||
| // Copyright Epic Games, Inc. All Rights Reserved. | ||||
|  | ||||
| #include "UTAD_UICharacter.h" | ||||
| #include "UObject/ConstructorHelpers.h" | ||||
| #include "Camera/CameraComponent.h" | ||||
| #include "Components/DecalComponent.h" | ||||
| #include "Components/CapsuleComponent.h" | ||||
| #include "GameFramework/CharacterMovementComponent.h" | ||||
| #include "GameFramework/PlayerController.h" | ||||
| #include "GameFramework/SpringArmComponent.h" | ||||
| #include "Materials/Material.h" | ||||
| #include "Engine/World.h" | ||||
|  | ||||
| AUTAD_UICharacter::AUTAD_UICharacter() | ||||
| { | ||||
| 	// Set size for player capsule | ||||
| 	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); | ||||
|  | ||||
| 	// Don't rotate character to camera direction | ||||
| 	bUseControllerRotationPitch = false; | ||||
| 	bUseControllerRotationYaw = false; | ||||
| 	bUseControllerRotationRoll = false; | ||||
|  | ||||
| 	// Configure character movement | ||||
| 	GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction | ||||
| 	GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f); | ||||
| 	GetCharacterMovement()->bConstrainToPlane = true; | ||||
| 	GetCharacterMovement()->bSnapToPlaneAtStart = true; | ||||
|  | ||||
| 	// Create a camera boom... | ||||
| 	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); | ||||
| 	CameraBoom->SetupAttachment(RootComponent); | ||||
| 	CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does | ||||
| 	CameraBoom->TargetArmLength = 800.f; | ||||
| 	CameraBoom->SetRelativeRotation(FRotator(-60.f, 0.f, 0.f)); | ||||
| 	CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level | ||||
|  | ||||
| 	// Create a camera... | ||||
| 	TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera")); | ||||
| 	TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); | ||||
| 	TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm | ||||
|  | ||||
| 	// Activate ticking in order to update the cursor every frame. | ||||
| 	PrimaryActorTick.bCanEverTick = true; | ||||
| 	PrimaryActorTick.bStartWithTickEnabled = true; | ||||
| } | ||||
|  | ||||
| void AUTAD_UICharacter::Tick(float DeltaSeconds) | ||||
| { | ||||
|     Super::Tick(DeltaSeconds); | ||||
| } | ||||
		Reference in New Issue
	
	Block a user