added input action reference for walking, binded IA_Walk to Move() function
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06bb51a198
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@ -118,6 +118,9 @@ void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* Play
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//Moving
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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//Walking
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EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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//Looking
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//Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);
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@ -43,6 +43,10 @@ class Ahwanyoung2Character : public ACharacter
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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class UInputAction* LookAction;
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/** Walk Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* WalkAction;
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#pragma endregion
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#pragma endregion
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private:
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private:
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