Detatch Camera from Player
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Content/Levels/Level.umap
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Content/Levels/Level.umap
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Content/Player/BP_PlayerCharacter.uasset
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Content/Player/BP_PlayerCharacter.uasset
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@ -10,29 +10,10 @@
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#include "GoldComponent.h"
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#include "InputMappingContext.h"
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#include "WeaponInventoryComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/WidgetComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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APlayerCharacter::APlayerCharacter()
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{
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// Create Camera Boom
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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CameraSpringArmComponent->bDoCollisionTest = true;
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CameraSpringArmComponent->bUsePawnControlRotation = false;
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CameraSpringArmComponent->TargetArmLength = 1000;
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CameraSpringArmComponent->bEnableCameraLag = false;
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CameraSpringArmComponent->SocketOffset = {0.0f, 0.0f, 0.0f};
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CameraSpringArmComponent->SetRelativeRotation({-90.0, 0.0f, 0.0f});
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// Create Camera
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera Component"));
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CameraComponent->SetupAttachment(CameraSpringArmComponent, USpringArmComponent::SocketName);
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CameraComponent->bUsePawnControlRotation = false;
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CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
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CameraComponent->SetOrthoWidth(4000.0f);
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// Create EXP Component
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EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
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@ -11,8 +11,6 @@ class UWidgetComponent;
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class UWeaponInventoryComponent;
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class UGoldComponent;
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class UEXPComponent;
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class UCameraComponent;
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class USpringArmComponent;
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class UInputMappingContext;
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class UInputAction;
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@ -25,12 +23,6 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCameraComponent* CameraComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UEXPComponent* EXPComponent;
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