43 lines
1.4 KiB
C++
Executable file
43 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "PlayerMovementComponent.generated.h"
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class AActor;
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class APlayerCharacter;
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class UCharacterStateComponent;
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class USoundBase;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UPlayerMovementComponent : public UCharacterMovementComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool DebugFastMove;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SlidingOnIceSound;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LedgeClimbZVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float MovementPenalty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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APlayerCharacter* Character;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UCharacterStateComponent> CurrentPhysUpdateState;
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public:
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UPlayerMovementComponent();
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UFUNCTION(BlueprintCallable)
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void RemoveGravityModifier(AActor* SourceActor);
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UFUNCTION(BlueprintCallable)
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void AddGravityModifier(AActor* SourceActor, float Effect);
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};
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