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95a065f208
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@ -1,22 +1,42 @@
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#include "HealthPickup.h"
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#include "HealthPickup.h"
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#include "HealthPickup.h"
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#include "PlayerCharacter.h"
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#include "PlayerCharacter.h"
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// Sets default values
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// Sets default values
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AHealthPickup::AHealthPickup()
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AHealthPickup::AHealthPickup()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
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StaticMeshComponent->SetupAttachment(RootComponent);
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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void AHealthPickup::BeginPlay()
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void AHealthPickup::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
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StartingLocation = this->GetActorLocation();
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StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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}
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}
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// Called every frame
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// Called every frame
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void AHealthPickup::Tick(float DeltaTime)
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void AHealthPickup::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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if (StaticMeshComponent)
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{
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// Rotate Weapon in desired direction
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StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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// Bob weapon up and down
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const float Time = GetWorld()->GetRealTimeSeconds();
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const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
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StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
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}
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}
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}
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void AHealthPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void AHealthPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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@ -1,10 +1,10 @@
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#pragma once
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#pragma once
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#include "StaticMeshPickup.h"
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#include "Pickup.h"
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#include "HealthPickup.generated.h"
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#include "HealthPickup.generated.h"
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UCLASS()
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UCLASS()
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class NAKATOMI_API AHealthPickup : public AStaticMeshPickup
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class NAKATOMI_API AHealthPickup : public APickup
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -12,6 +12,28 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float Health = 20.0f;
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float Health = 20.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UStaticMeshComponent* StaticMeshComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MovementDistance = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MovementSpeed = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FRotator SpinRotation = FRotator(0.0, 1.0f, 0.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float RotationSpeed = 50.0f;
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private:
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UPROPERTY()
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FVector StartingLocation;
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public:
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public:
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// Sets default values for this actor's properties
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// Sets default values for this actor's properties
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AHealthPickup();
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AHealthPickup();
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@ -2,6 +2,7 @@
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#include "LevelKeyPickup.h"
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#include "LevelKeyPickup.h"
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#include "NakatomiGameInstance.h"
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#include "NakatomiGameInstance.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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@ -3,20 +3,17 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "StaticMeshPickup.h"
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#include "Pickup.h"
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#include "LevelKeyPickup.generated.h"
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#include "LevelKeyPickup.generated.h"
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/**
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/**
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*
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*
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*/
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*/
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UCLASS()
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UCLASS()
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class NAKATOMI_API ALevelKeyPickup : public AStaticMeshPickup
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class NAKATOMI_API ALevelKeyPickup : public APickup
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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ALevelKeyPickup() { }
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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@ -1,43 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StaticMeshPickup.h"
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AStaticMeshPickup::AStaticMeshPickup()
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{
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PrimaryActorTick.bCanEverTick = true;
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StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
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StaticMeshComponent->SetupAttachment(RootComponent);
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}
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void AStaticMeshPickup::BeginPlay()
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{
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Super::BeginPlay();
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StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
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StartingLocation = this->GetActorLocation();
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StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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}
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void AStaticMeshPickup::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (StaticMeshComponent)
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{
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// Rotate Weapon in desired direction
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StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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// Bob weapon up and down
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const float Time = GetWorld()->GetRealTimeSeconds();
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const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
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StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
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}
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}
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void AStaticMeshPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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@ -1,53 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pickup.h"
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#include "StaticMeshPickup.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API AStaticMeshPickup : public APickup
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UStaticMeshComponent* StaticMeshComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MovementDistance = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MovementSpeed = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FRotator SpinRotation = FRotator(0.0, 1.0f, 0.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float RotationSpeed = 50.0f;
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private:
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UPROPERTY()
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FVector StartingLocation;
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public:
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AStaticMeshPickup();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
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};
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