23 virtual void OnPossess(APawn* NewPawn)
override;
25 virtual void OnRep_Pawn()
override;
27 virtual void SetupInputComponent()
override;
29 virtual void BindActions(UInputMappingContext* Context)
override;
32 virtual void SetupInputs()
override;
36 virtual void ForwardMovementAction(
const FInputActionValue& Value)
override;
38 virtual void RightMovementAction(
const FInputActionValue& Value)
override;
40 virtual void CameraUpAction(
const FInputActionValue& Value)
override;
42 virtual void CameraRightAction(
const FInputActionValue& Value)
override;
45 void JumpAction(
const FInputActionValue& Value);
48 void SprintAction(
const FInputActionValue& Value);
51 virtual void AimAction(
const FInputActionValue& Value);
54 void CameraTapAction(
const FInputActionValue& Value);
57 void CameraHeldAction(
const FInputActionValue& Value);
60 void StanceAction(
const FInputActionValue& Value);
63 void WalkAction(
const FInputActionValue& Value);
66 void RagdollAction(
const FInputActionValue& Value);
69 void VelocityDirectionAction(
const FInputActionValue& Value);
72 void LookingDirectionAction(
const FInputActionValue& Value);
76 void DebugToggleHudAction(
const FInputActionValue& Value);
79 void DebugToggleDebugViewAction(
const FInputActionValue& Value);
82 void DebugToggleTracesAction(
const FInputActionValue& Value);
85 void DebugToggleShapesAction(
const FInputActionValue& Value);
88 void DebugToggleLayerColorsAction(
const FInputActionValue& Value);
91 void DebugToggleCharacterInfoAction(
const FInputActionValue& Value);
94 void DebugToggleSlomoAction(
const FInputActionValue& Value);
97 void DebugFocusedCharacterCycleAction(
const FInputActionValue& Value);
100 void DebugToggleMeshAction(
const FInputActionValue& Value);
103 void DebugOpenOverlayMenuAction(
const FInputActionValue& Value);
106 void DebugOverlayMenuCycleAction(
const FInputActionValue& Value);
110 UPROPERTY(BlueprintReadOnly, Category =
"ALS")
113 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
114 TObjectPtr<UInputMappingContext> DefaultInputMappingContext =
nullptr;
116 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
117 TObjectPtr<UInputMappingContext> DebugInputMappingContext =
nullptr;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13