feat: initial commit
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								Source/UTAD_UI/UTAD_UICharacter.h
									
									
									
									
									
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								Source/UTAD_UI/UTAD_UICharacter.h
									
									
									
									
									
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| // Copyright Epic Games, Inc. All Rights Reserved. | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| #include "CoreMinimal.h" | ||||
| #include "GameFramework/Character.h" | ||||
| #include "UTAD_UICharacter.generated.h" | ||||
|  | ||||
| UCLASS(Blueprintable) | ||||
| class AUTAD_UICharacter : public ACharacter | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| public: | ||||
| 	AUTAD_UICharacter(); | ||||
|  | ||||
| 	// Called every frame. | ||||
| 	virtual void Tick(float DeltaSeconds) override; | ||||
|  | ||||
| 	/** Returns TopDownCameraComponent subobject **/ | ||||
| 	FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; } | ||||
| 	/** Returns CameraBoom subobject **/ | ||||
| 	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } | ||||
|  | ||||
| private: | ||||
| 	/** Top down camera */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) | ||||
| 	class UCameraComponent* TopDownCameraComponent; | ||||
|  | ||||
| 	/** Camera boom positioning the camera above the character */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) | ||||
| 	class USpringArmComponent* CameraBoom; | ||||
| }; | ||||
|  | ||||
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