VRGroupBase.h 1.3 KB

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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2. #pragma once
  3. #include "CoreMinimal.h"
  4. #include "GameFramework/Pawn.h"
  5. #include "GameFramework/FloatingPawnMovement.h"
  6. #include "Camera/CameraComponent.h"
  7. #include "ProceduralMeshComponent.h"
  8. #include "VRGroupBase.generated.h"
  9. UCLASS()
  10. class TETREESEDEMO_API AVRGroupBase : public APawn
  11. {
  12. GENERATED_BODY()
  13. public:
  14. // Sets default values for this pawn's properties
  15. AVRGroupBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
  16. protected:
  17. // Called when the game starts or when spawned
  18. virtual void BeginPlay() override;
  19. public:
  20. // Called every frame
  21. virtual void Tick(float DeltaTime) override;
  22. // Called to bind functionality to input
  23. virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  24. private:
  25. UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  26. UProceduralMeshComponent* ProceduralMesh;
  27. UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  28. UCameraComponent* ThirdPersonCamera;
  29. UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  30. UFloatingPawnMovement* FloatingPawnMovement;
  31. };