#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "AMyPlayer.generated.h"
UCLASS()
class MYPROJECT_API AMyPlayer : public ACharacter
{
GENERATED_BODY()
public:
AMyPlayer();
/** Input Actions */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputMappingContext* DefaultMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* LookAction;
protected:
virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/** Input Handlers */
void Move(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
};