Sprinting and movement debug visuals
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@ -11,12 +11,33 @@
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#include "Kismet/KismetMathLibrary.h"
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static int32 ShowCharacterMovementDebug = 0;
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FAutoConsoleVariableRef CVARShowCharacterMovementDebug(TEXT("SNG.ShowCharacterMovementDebug"),
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ShowCharacterMovementDebug,
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static int32 CharacterMovementDebug = 0;
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FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"),
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CharacterMovementDebug,
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TEXT("Print movement information for character"),
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ECVF_Cheat);
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static int32 ShowCharacterTrajectory = 0;
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FAutoConsoleVariableRef CVARShowCharacterTrajectory(TEXT("SNG.CharacterMovementDebug.Trajectory.Show"),
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ShowCharacterTrajectory,
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TEXT("Render character trajectory"),
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ECVF_Cheat);
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static float TrajectoryPeriod = 0.05f;
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FAutoConsoleVariableRef CVARTrajectoryPeriod(TEXT("SNG.CharacterMovementDebug.Trajectory.Period"),
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TrajectoryPeriod,
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TEXT("How often should trajectory lines be drawn"),
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ECVF_Cheat);
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static float TrajectoryLineLifetime = 10.0f;
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FAutoConsoleVariableRef CVARTrajectoryLineLifetime(TEXT("SNG.CharacterMovementDebug.Trajectory.Lifetime"),
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TrajectoryLineLifetime,
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TEXT("How long should a trajectory line segment be visible"),
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ECVF_Cheat);
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static float LastSavedPosTime = 0.0f;
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static FVector LastSavedPos = FVector::ZeroVector;
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// Sets default values
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ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer.SetDefaultSubobjectClass<USNGCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
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@ -48,6 +69,11 @@ ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer
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{
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UE_LOG(LogTemp, Warning, TEXT("SNGCharacterBase :: Could not get skeletal mesh. Did you forget to set it?"));
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}
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DefaultFOV = 90.0f;
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SprintFOV = 110.0f;
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SprintFOVInterpSpeed = 2.0f;
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}
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void ASNGCharacterBase::MoveForward(float Value)
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@ -162,19 +188,48 @@ void ASNGCharacterBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if(ShowCharacterMovementDebug)
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USNGCharacterMovementComponent* CharMovement = Cast<USNGCharacterMovementComponent>(GetCharacterMovement());
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check(CharMovement);
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// interpolate to appropriate field of view depending on whether player sprinting or not
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float TargetFOV = CharMovement->GetIsSprinting() ? SprintFOV : DefaultFOV;
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float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaTime, SprintFOVInterpSpeed);
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CameraComponent->SetFieldOfView(NewFOV);
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// Debug
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if(CharacterMovementDebug)
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{
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FVector StartPos = GetActorLocation() - GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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FVector StartPos(GetActorLocation().X,
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GetActorLocation().Y,
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GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight());
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FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation());
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DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (ActorForward * 100.0f),
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10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f);
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10.0f, FColor::Blue, false, -1.0f, 0, 2.0f);
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FVector CurrInputDirection = GetInputAsWorldDirection();
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CurrInputDirection.Normalize();
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DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (CurrInputDirection * 100.0f),
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10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f);
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10.0f, FColor::Purple, false, -1.0f, 0, 2.0f);
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FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed);
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
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float LateralSpeed = GetVelocity().Size2D();
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DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed);
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
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DebugMsg = FString::Printf(TEXT("RotationRate: %s"), *GetCharacterMovement()->RotationRate.ToString());
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
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if(ShowCharacterTrajectory)
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{
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if(GetWorld()->TimeSeconds - LastSavedPosTime >= TrajectoryPeriod)
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{
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DrawDebugLine(GetWorld(), LastSavedPos, StartPos, FColor::Red, false, TrajectoryLineLifetime, 0, 2.0f);
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LastSavedPos = StartPos;
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LastSavedPosTime = GetWorld()->TimeSeconds;
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}
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}
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}
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}
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// Called to bind functionality to input
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@ -3,16 +3,29 @@
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#include "Components/SNGCharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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USNGCharacterMovementComponent::USNGCharacterMovementComponent()
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{
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// Set defaults dealing with grounded movement
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// Defaults
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DefaultGroundFriction = 8.0f;
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DefaultGravityScale = 1.0f;
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DefaultMaxWalkSpeed = 475.0f;
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FiringMaxWalkSpeed = 300.0f;
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ReloadingMaxWalkSpeed = 300.0f;
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SprintingMaxWalkSpeed = 600.0f;
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DefaultMaxWalkSpeed = 600.0f;
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DefaultRotationRate = FRotator(0.0f, 360.0f, 0.0f);
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// sprint
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SprintingMaxWalkSpeed = 800.0f;
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SprintLateralSpeedThreshold = 300.0f;
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SprintingRotationRate = FRotator(0.0f, 180.0f, 0.0f);
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TimeToInitiateSprint = 4.0f;
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WalkToSprintInterpSpeed = 1.0f;
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// firing
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FiringMaxWalkSpeed = 300.0f;
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// reloading
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ReloadingMaxWalkSpeed = 300.0f;
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// Set defaults dealing with jumping and being airborne
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DefaultJumpForce = 1000.0f;
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DefaultAirFriction = 150.0f;
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@ -35,12 +48,18 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults()
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{
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GroundFriction = DefaultGroundFriction;
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GravityScale = DefaultGravityScale;
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RotationRate = DefaultRotationRate;
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MaxWalkSpeed = DefaultMaxWalkSpeed;
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BrakingDecelerationFalling = DefaultAirFriction;
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AirControl = DefaultAirControl;
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JumpZVelocity = DefaultJumpForce;
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}
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void USNGCharacterMovementComponent::OnSprintTimer()
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{
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bIsSprinting = true;
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}
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void USNGCharacterMovementComponent::StartJump()
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{
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/*
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@ -75,5 +94,31 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T
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{
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Super::TickComponent(DeltaTime, Tick, ThisTickFunction);
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float LateralSpeed = Velocity.Size2D();
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if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer) )
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{
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GetWorld()->GetTimerManager().SetTimer(TimerHandle_SprintTimer,
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this, &USNGCharacterMovementComponent::OnSprintTimer,
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TimeToInitiateSprint, false);
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}
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if(LateralSpeed < SprintLateralSpeedThreshold && GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
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{
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GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer);
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bIsSprinting = false;
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}
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// set walk speed and rotation rate depending on whether player is sprinting or not
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float TargetMaxWalkSpeed = bIsSprinting ? SprintingMaxWalkSpeed : DefaultMaxWalkSpeed;
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float NewMaxWalkSpeed = FMath::FInterpTo(MaxWalkSpeed, TargetMaxWalkSpeed, DeltaTime, WalkToSprintInterpSpeed);
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MaxWalkSpeed = NewMaxWalkSpeed;
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// NOTE(kevin): since default rotate rate is 360 RInterpTo will go from 0 to 180 instead of 360 to 180
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// need to think of a way to prevent this
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// might just need to do my own interp manually
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/*
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FRotator TargetRotationRate = bIsSprinting ? SprintingRotationRate : DefaultRotationRate;
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FRotator NewRotationRate = FMath::RInterpTo(RotationRate, TargetRotationRate, DeltaTime, WalkToSprintInterpSpeed);
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RotationRate = NewRotationRate;
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*/
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}
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@ -42,6 +42,18 @@ protected:
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UPROPERTY(BlueprintReadWrite)
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bool CanMovementCancelMontage;
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/** Field of the view the camera starts with */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30"))
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float DefaultFOV;
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/** Field of the view when the player starts sprinting */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30"))
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float SprintFOV;
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/** */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0"))
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float SprintFOVInterpSpeed;
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void MoveForward(float Value);
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@ -27,45 +27,83 @@ public:
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UFUNCTION(BlueprintCallable)
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void RestoreMovementDefaults();
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/**
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* Gets bool whether the character is currently in the sprinting state
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*/
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UFUNCTION(BlueprintCallable)
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FORCEINLINE bool GetIsSprinting() { return bIsSprinting; }
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protected:
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// default ground
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/** Default friction when not performing any special actions and on the ground */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultGroundFriction;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultMaxWalkSpeed;
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/** Ground walk speed when firing a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
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float FiringMaxWalkSpeed;
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/** Ground walk speed when reloading a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
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float ReloadingMaxWalkSpeed;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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FRotator DefaultRotationRate;
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// sprinting
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/** Ground walk speed when sprinting */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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float SprintingMaxWalkSpeed;
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/** Lateral speed the player needs to maintain to stay in the sprinting state */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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float SprintLateralSpeedThreshold;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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FRotator SprintingRotationRate;
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/** How long after applying movement input should the character start sprinting? */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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float TimeToInitiateSprint;
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/** The speed in which the max walk speed to interpolated to the max sprint speed when a sprint has been initiated */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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float WalkToSprintInterpSpeed;
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FTimerHandle TimerHandle_SprintTimer;
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UPROPERTY(BlueprintReadOnly)
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bool bIsSprinting;
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void OnSprintTimer();
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// firing
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/** Ground walk speed when firing a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Firing", meta=(ClampMin="0", UIMin="0"))
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float FiringMaxWalkSpeed;
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// reloading
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/** Ground walk speed when reloading a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Reloading", meta=(ClampMin="0", UIMin="0"))
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float ReloadingMaxWalkSpeed;
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// airborne
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/** Gravity scale when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultGravityScale;
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/** Force to continuously apply to character when they are holding the jump button */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultJumpForce;
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/** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float MinJumpHeight;
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/** Max time the jump button can be held to give character upward velocity */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float MaxJumpTime;
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/** How much to dampen lateral velocities at the start of a jump */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float LateralVelocityDampening;
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/**
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