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fef6bd8e3e
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Content/Blueprints/Character/ABP_Enemy.uasset
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Content/Blueprints/Character/ABP_Enemy.uasset
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Content/Blueprints/Character/Aura/ABP_Aura.uasset
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Content/Blueprints/Character/Aura/ABP_Aura.uasset
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Content/Blueprints/Character/GoblinSpear/ABP_GoblinSPear.uasset
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Content/Blueprints/Character/GoblinSpear/ABP_GoblinSPear.uasset
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Content/Blueprints/Game/BP_AuraGameModeBase.uasset
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Content/Blueprints/Game/BP_AuraGameModeBase.uasset
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Content/Blueprints/Input/IMC_AuraContext.uasset
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Content/Blueprints/Input/IMC_AuraContext.uasset
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Content/Blueprints/Input/InputActions/IA_Move.uasset
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Content/Blueprints/Input/InputActions/IA_Move.uasset
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Content/Blueprints/Player/BP_AuraPlayerController.uasset
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Content/Blueprints/Player/BP_AuraPlayerController.uasset
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@ -8,7 +8,7 @@ public class Aura : ModuleRules
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{
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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@ -3,3 +3,35 @@
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#include "Character/AuraCharacter.h"
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#include "Character/AuraCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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AAuraCharacter::AAuraCharacter()
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{
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SpringArm = CreateDefaultSubobject<USpringArmComponent>("SpringArm");
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SpringArm->TargetArmLength = 700.f;
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SpringArm->bEnableCameraLag = true;
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SpringArm->CameraLagSpeed = 10;
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SpringArm->bUsePawnControlRotation = false;
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SpringArm->bInheritPitch = false;
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SpringArm->bInheritRoll = false;
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SpringArm->bInheritYaw = false;
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SpringArm->SetRelativeRotation (FRotator (0.f, -45.f, 0.f));
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SpringArm->SetupAttachment(GetRootComponent ());
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Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
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Camera->bUsePawnControlRotation = false;
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Camera->SetupAttachment(SpringArm);
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GetCharacterMovement()->bOrientRotationToMovement = true;
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GetCharacterMovement()->RotationRate = FRotator (0.f, 400.f, 0.f);
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GetCharacterMovement()->bConstrainToPlane = true;
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GetCharacterMovement()->bSnapToPlaneAtStart = true;
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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}
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Source/Aura/Private/Game/AuraGameModeBase.cpp
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Source/Aura/Private/Game/AuraGameModeBase.cpp
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@ -0,0 +1,5 @@
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// Copyright; GhostPacket Games
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#include "Game/AuraGameModeBase.h"
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Source/Aura/Private/Player/AuraPlayerController.cpp
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Source/Aura/Private/Player/AuraPlayerController.cpp
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// Copyright; GhostPacket Games
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#include "Player/AuraPlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputComponent.h"
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AAuraPlayerController::AAuraPlayerController()
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{
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bReplicates = true;
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}
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void AAuraPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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check(AuraContext); // checks it's set
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UEnhancedInputLocalPlayerSubsystem *Subsystem = ULocalPlayer::GetSubsystem <UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer ());
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check (Subsystem);
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Subsystem->AddMappingContext (AuraContext, 0);
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bShowMouseCursor = true;
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DefaultMouseCursor = EMouseCursor::Default;
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FInputModeGameAndUI InputModeData;
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InputModeData.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
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InputModeData.SetHideCursorDuringCapture(false);
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SetInputMode (InputModeData);
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}
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void AAuraPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent *EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
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EnhancedInputComponent->BindAction (MoveAction, ETriggerEvent::Triggered, this, &AAuraPlayerController::Move);
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}
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void AAuraPlayerController::Move(const FInputActionValue& InputActionValue)
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{
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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const FRotator Rotation = GetControlRotation ();
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const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
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const FVector ForwardDirection = FRotationMatrix (YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix (YawRotation).GetUnitAxis (EAxis::Y);
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APawn *ControlledPawn = GetPawn<APawn>();
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if (!ControlledPawn)
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return;
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ControlledPawn->AddMovementInput(ForwardDirection, InputAxisVector.Y);
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ControlledPawn->AddMovementInput(RightDirection, InputAxisVector.X);
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}
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@ -6,12 +6,21 @@
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#include "Character/AuraCharacterBase.h"
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#include "Character/AuraCharacterBase.h"
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#include "AuraCharacter.generated.h"
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#include "AuraCharacter.generated.h"
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/**
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class USpringArmComponent;
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*
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class UCameraComponent;
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*/
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UCLASS()
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UCLASS()
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class AURA_API AAuraCharacter : public AAuraCharacterBase
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class AURA_API AAuraCharacter : public AAuraCharacterBase
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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AAuraCharacter ();
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private:
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UPROPERTY (EditAnywhere)
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TObjectPtr<USpringArmComponent> SpringArm;
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UPROPERTY (EditAnywhere)
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TObjectPtr<UCameraComponent> Camera;
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};
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};
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Source/Aura/Public/Game/AuraGameModeBase.h
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Source/Aura/Public/Game/AuraGameModeBase.h
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "AuraGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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Source/Aura/Public/Player/AuraPlayerController.h
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Source/Aura/Public/Player/AuraPlayerController.h
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "AuraPlayerController.generated.h"
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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UCLASS()
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class AURA_API AAuraPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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AAuraPlayerController ();
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protected:
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virtual void BeginPlay() override;
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virtual void SetupInputComponent() override;
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private:
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UPROPERTY (EditAnywhere, Category = "Input")
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TObjectPtr<UInputMappingContext> AuraContext;
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UPROPERTY (EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> MoveAction;
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void Move (const FInputActionValue &InputActionValue);
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};
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@ -1,19 +0,0 @@
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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AAuraCharacterBase();
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protected:
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virtual void BeginPlay() override;
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};
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@ -1,12 +0,0 @@
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// Copyright; GhostPacket Games
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#include "Character/AuraCharacterBase.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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