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