17 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess =
"true"))
18 class USpringArmComponent* CameraBoom;
21 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
22 class UCameraComponent* FollowCamera;
25 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
26 class UInputMappingContext* DefaultMappingContext;
29 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
30 class UInputAction* JumpAction;
33 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
34 class UInputAction* MoveAction;
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
38 class UInputAction* LookAction;
47 void Move(const FInputActionValue& Value);
50 void Look(const FInputActionValue& Value);
55 virtual
void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
58 virtual
void BeginPlay();
62 FORCEINLINE class USpringArmComponent* GetCameraBoom()
const {
return CameraBoom; }
64 FORCEINLINE
class UCameraComponent*
GetFollowCamera()
const {
return FollowCamera; }
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13