21 FORCEINLINE
class USpringArmComponent*
GetCameraBoom()
const {
return CameraBoom; }
23 FORCEINLINE
class UCameraComponent*
GetFollowCamera()
const {
return FollowCamera; }
28 virtual void BeginPlay()
override;
30 virtual void OnPawnSpawned()
override;
33 void Move(
const FInputActionValue& Value);
36 void Look(
const FInputActionValue& Value);
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess =
"true"))
40 class USpringArmComponent* CameraBoom;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
44 class UCameraComponent* FollowCamera;
48 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
49 class UInputMappingContext* DefaultMappingContext;
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
53 class UInputAction* JumpAction;
56 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
57 class UInputAction* MoveAction;
60 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
61 class UInputAction* LookAction;
65 virtual
void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13