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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_PlayerCharacterBase.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_BlockAttack.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_BlockAttack.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_DefaultAttack.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_DefaultAttack.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_Walk.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_Walk.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_WalkChord.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Input/InputActions/IA_WalkChord.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/BP_AnimHaesolMelee.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/BP_AnimHaesolMelee.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/NewAnimBlueprint.uasset
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/Playables/Haesol/NewAnimBlueprint.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/Assets/Meshes/fox_marble.uasset
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hwanyoung2/Content/Hwanyoung/Illusions/GeneralizedBlueprints/AC_CombatSystem.uasset
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hwanyoung2/Content/KTP_Effect/Particles/Fly/Others/Trail_02_08.uasset
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hwanyoung2/Content/KTP_Effect/Particles/Fly/Others/energy_04_01.uasset
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hwanyoung2/Content/KoreanTraditionalMartialArts/Animations/Hwando/Anim_Hwando_Run_Soldier.uasset
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hwanyoung2/Content/KoreanTraditionalMartialArts/Animations/Hwando/Anim_Hwando_Run_Soldier.uasset
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@ -117,6 +117,9 @@ void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* Play
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//Moving
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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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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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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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private:
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