26 UAnimMontage* GetComboMontage()
const;
29 FORCEINLINE UStaticMeshComponent*
GetWeaponMesh()
const {
return WeaponMesh; }
32 virtual void PostInitializeComponents()
override;
33 virtual void BeginPlay()
override;
34 virtual void PossessedBy(AController* NewController)
override;
35 virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
override;
37 void GASInputPressed(int32 InputId);
38 void GASInputReleased(int32 InputId);
40 void Move(
const FInputActionValue& Value);
44 virtual
void OnDeath();
45 virtual
void SetDead() override;
48 virtual
void InitializeAttributes() override;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MotionWarping")
54 TObjectPtr<UMotionWarpingComponent> MotionWarpingComponent;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true))
58 TObjectPtr<USpringArmComponent> SpringArm;
60 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true))
61 TObjectPtr<UCameraComponent> FollowCamera;
64 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Weapon, Meta = (AllowPrivateAccess = "true"))
65 TObjectPtr<UStaticMeshComponent> WeaponMesh;
67 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Data)