| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 | // 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 Test();private:	UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))		TObjectPtr<UCameraComponent> FirstPersonCamera;	FTimeline MyTimeline;	UPROPERTY()	UCurveFloat* MyCurveFloat;	UFUNCTION()	void OnTimelineUpdate(float value);	UFUNCTION()	void OnTimelineFinished();};
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