// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "Camera/CameraComponent.h" #include "Components/TimelineComponent.h" #include "VRCharacterBase.generated.h" UCLASS() class TETREESEDEMO_API AVRCharacterBase : public ACharacter { GENERATED_BODY() public: // Sets default values for this character's properties AVRCharacterBase(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: void MoveForward(float value); void MoveRight(float value); void Turn(float value); void LookUp(float value); void BeginWaitConnected(); void CreateGroup(); bool IsInGroup(); void Test(); private: UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UCameraComponent* FirstPersonCamera; FTimeline BeginWaitConnected_Timeline; UPROPERTY() UCurveFloat* CurveFloat; UFUNCTION() void OnBeginWaitConnected_TimelineUpdate(float value); UFUNCTION() void OnBeginWaitConnected_TimelineFinished(); };