5#include "CoreMinimal.h"
6#include "GameFramework/CharacterMovementComponent.h"
7#include "CharacterMovementComponentBase.generated.h"
11UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
12class CK_UE_API UCharacterMovementComponentBase :
public UCharacterMovementComponent
18 UCharacterMovementComponentBase();
22 virtual
void BeginPlay() override;
23 virtual
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
28 bool RotateToActor(AActor* TargetActor,
float DeltaTime,
float TurnSpeed,
float Tolerance,
bool bIsSmoothTurn = true);
29 bool RotateToLocation(const FVector& TargetLocation,
float DeltaTime,
float TurnSpeed,
float Tolerance,
bool bIsSmoothTurn = true);
31 void BeginManualRotation();
32 void EndManualRotation();
35 bool IsFacingLocation(const FVector& TargetLocation,
float Tolerance) const;
36 void RestoreManualRotationSettings();
39 int32 ManualRotationLockCount = 0;
42 bool bHasCachedManualRotationSettings = false;
43 bool bCachedUseControllerRotationYaw = false;
44 bool bCachedOrientRotationToMovement = false;
45 bool bCachedUseControllerDesiredRotation = false;