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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	}
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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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@ -3,15 +3,28 @@
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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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	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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	SprintingMaxWalkSpeed = 600.0f;
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	// Set defaults dealing with jumping and being airborne
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	DefaultJumpForce = 1000.0f;
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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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@ -43,6 +43,18 @@ 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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	void MoveRight(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 */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	float DefaultJumpForce;
 | 
			
		||||
 | 
			
		||||
	/** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	float MinJumpHeight;
 | 
			
		||||
 | 
			
		||||
	/** Max time the jump button can be held to give character upward velocity */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	float MaxJumpTime;
 | 
			
		||||
 | 
			
		||||
	/** How much to dampen lateral velocities at the start of a jump */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	float LateralVelocityDampening;
 | 
			
		||||
	
 | 
			
		||||
	/**
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user