Tweaking movement and parameters for controller
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset
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SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset
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SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
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SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
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SwordNGun/Content/Maps/MovementTest.umap
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SwordNGun/Content/Maps/MovementTest.umap
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@ -10,7 +10,6 @@
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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static int32 CharacterMovementDebug = 0;
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static int32 CharacterMovementDebug = 0;
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FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"),
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FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"),
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CharacterMovementDebug,
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CharacterMovementDebug,
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@ -114,6 +113,16 @@ void ASNGCharacterBase::MoveRight(float Value)
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AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotation), Value);
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AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotation), Value);
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}
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}
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void ASNGCharacterBase::TurnRate(float Value)
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{
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AddControllerYawInput(Value * 50.0f * GetWorld()->DeltaTimeSeconds);
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}
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void ASNGCharacterBase::LookUpRate(float Value)
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{
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AddControllerPitchInput(Value * 50.0f * GetWorld()->DeltaTimeSeconds);
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}
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void ASNGCharacterBase::StartJump()
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void ASNGCharacterBase::StartJump()
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{
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{
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if(!CanJump())
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if(!CanJump())
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@ -175,9 +184,7 @@ FVector ASNGCharacterBase::GetInputAsWorldDirection()
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}
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}
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FRotator ViewRotation = FRotator(0.0f, MyController->GetControlRotation().Yaw, 0.0f);
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FRotator ViewRotation = FRotator(0.0f, MyController->GetControlRotation().Yaw, 0.0f);
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FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotation) * InputDirection.Y;
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FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotation) * InputDirection.Y;
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FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotation) * InputDirection.X;
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FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotation) * InputDirection.X;
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return ForwardInput + RightInput;
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return ForwardInput + RightInput;
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@ -245,6 +252,11 @@ void ASNGCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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PlayerInputComponent->BindAxis("Turn", this, &ASNGCharacterBase::AddControllerYawInput);
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PlayerInputComponent->BindAxis("Turn", this, &ASNGCharacterBase::AddControllerYawInput);
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PlayerInputComponent->BindAxis("LookUp", this, &ASNGCharacterBase::AddControllerPitchInput);
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PlayerInputComponent->BindAxis("LookUp", this, &ASNGCharacterBase::AddControllerPitchInput);
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// controller camera movement
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PlayerInputComponent->BindAxis("TurnRate", this, &ASNGCharacterBase::TurnRate);
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PlayerInputComponent->BindAxis("LookUpRate", this, &ASNGCharacterBase::LookUpRate);
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// actions
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ASNGCharacterBase::StartJump);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ASNGCharacterBase::StartJump);
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PlayerInputComponent->BindAction("Jump", IE_Released, this, &ASNGCharacterBase::StopJumping);
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PlayerInputComponent->BindAction("Jump", IE_Released, this, &ASNGCharacterBase::StopJumping);
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}
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}
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@ -59,6 +59,10 @@ protected:
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void MoveRight(float Value);
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void MoveRight(float Value);
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void TurnRate(float Value);
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void LookUpRate(float Value);
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void StartJump();
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void StartJump();
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virtual void Landed(const FHitResult& Hit) override;
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virtual void Landed(const FHitResult& Hit) override;
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