character blueprint

This commit is contained in:
Futaba Soup 2025-08-27 19:28:33 -05:00
parent dd5ec990d9
commit 6c2e8fc163
12 changed files with 41 additions and 0 deletions

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@ -4,6 +4,10 @@
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AAuraCharacterBase::BeginPlay()

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@ -16,4 +16,7 @@ public:
protected:
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
};

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@ -0,0 +1,19 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
AAuraCharacterBase();
protected:
virtual void BeginPlay() override;
};

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@ -0,0 +1,12 @@
// Copyright; GhostPacket Games
#include "Character/AuraCharacterBase.h"
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}