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- // 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;
- };
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