// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "GameFramework/FloatingPawnMovement.h" #include "Camera/CameraComponent.h" #include "ProceduralMeshComponent.h" #include "VRGroupBase.generated.h" UCLASS() class TETREESEDEMO_API AVRGroupBase : public APawn { GENERATED_BODY() public: // Sets default values for this pawn's properties AVRGroupBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; private: UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UProceduralMeshComponent* ProceduralMesh; UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UCameraComponent* ThirdPersonCamera; UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UFloatingPawnMovement* FloatingPawnMovement; };