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hwanyoung2/Content/Hwanyoung/BP_HYGameMode.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_HYPlayerCharacController.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_PlayerCharacterBase.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_UseInventoryItem.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/Meat.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/Sesame.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/bow_test_v1.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/fox_marble.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/medicine_bowl.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/BP_ManualPickUpItemBase.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_FoxMarble.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/ItemBP/BP_Gochugaru.uasset
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hwanyoung2/Content/Hwanyoung/UI/BP_InventoryHUDWidget.uasset
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hwanyoung2/Content/Hwanyoung/UI/BP_InventoryItemSlot.uasset
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hwanyoung2/Content/ThirdPerson/Maps/ThirdPersonMap.umap
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hwanyoung2/Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/5/KV/9XKGKQSU8KNCJ8GHKMAJWM.uasset
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@ -4,6 +4,7 @@
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#include "HYPlayerCharacController.h"
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#include "HYPlayerCharacController.h"
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#include "HYGameStateBase.h"
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#include "HYGameStateBase.h"
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#include "hwanyoung2Character.h"
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#include "hwanyoung2Character.h"
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#include "EnhancedInputComponent.h"
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AHYPlayerCharacController::AHYPlayerCharacController()
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AHYPlayerCharacController::AHYPlayerCharacController()
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{
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{
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@ -47,9 +48,19 @@ void AHYPlayerCharacController::Interact()
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void AHYPlayerCharacController::SetupInputComponent()
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void AHYPlayerCharacController::SetupInputComponent()
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{
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{
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Super::SetupInputComponent();
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Super::SetupInputComponent();
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent)) {
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EnhancedInputComponent->BindAction(
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InteractAction, ETriggerEvent::Triggered,
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this, &AHYPlayerCharacController::Interact);
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EnhancedInputComponent->BindAction(
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ToggleInventoryAction, ETriggerEvent::Triggered,
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this, &AHYPlayerCharacController::ReloadInventory);
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}
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}
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}
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void AHYPlayerCharacController::OnPossess(APawn* InPawn)
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void AHYPlayerCharacController::OnPossess(APawn* InPawn)
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{
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{
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Super::OnPossess(InPawn);
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}
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}
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@ -4,6 +4,7 @@
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#include "HYInteractableActor.h"
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#include "HYInteractableActor.h"
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#include "InventoryItem.h"
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#include "InventoryItem.h"
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#include "InputAction.h"
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerController.h"
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#include "HYPlayerCharacController.generated.h"
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#include "HYPlayerCharacController.generated.h"
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@ -43,6 +44,18 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 InventoryWeightLimit;
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int32 InventoryWeightLimit;
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/** MappingContext */
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UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputMappingContext* InputMapping;
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/** Toggle inventory GUI Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* ToggleInventoryAction;
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/** Interact Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* InteractAction;
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#pragma endregion
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#pragma endregion
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@ -54,6 +54,7 @@ private:
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void Initialize();
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void Initialize();
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public:
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public:
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Ahwanyoung2Character();
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Ahwanyoung2Character();
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@ -68,7 +69,6 @@ public:
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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FVector GetStartingCameraBoomLocation();
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FVector GetStartingCameraBoomLocation();
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/** Returns CameraBoom subobject **/
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/** Returns CameraBoom subobject **/
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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/** Returns FollowCamera subobject **/
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/** Returns FollowCamera subobject **/
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