Make VRPlayerController just use UVRAbilitySystemComponent
parent
f2d8a1a14b
commit
3160d68a46
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@ -60,8 +60,22 @@ void AVRPlayerController::OnPossess(APawn* InPawn)
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UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
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}
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UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
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// UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
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// {
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// if (!CachedAbilitySystemComponent.IsValid())
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// {
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// CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
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// UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
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//
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// if (!CachedAbilitySystemComponent.IsValid()) return nullptr;
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// }
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//
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// return CachedAbilitySystemComponent.Get();
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// }
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UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
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{
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// return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
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if (!CachedAbilitySystemComponent.IsValid())
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{
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CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
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@ -73,11 +87,6 @@ UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
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return CachedAbilitySystemComponent.Get();
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}
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UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
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{
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return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
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}
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void AVRPlayerController::Input_AbilityTagPressed(FGameplayTag InTag)
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{
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if (!GetVRAbilitySystemComponent())
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@ -25,7 +25,7 @@ public:
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//~ Begin APlayerController Interface
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virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
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//~ End APlayerContoller Interface
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//~ End APlayerController Interface
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protected:
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// TODO: Implement controller
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@ -42,10 +42,10 @@ protected:
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#pragma region GAS
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UPROPERTY()
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TWeakObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
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TWeakObjectPtr<UVRAbilitySystemComponent> CachedAbilitySystemComponent;
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UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
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UAbilitySystemComponent* GetAbilitySystemComponent();
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// UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
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// UAbilitySystemComponent* GetAbilitySystemComponent();
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UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
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UVRAbilitySystemComponent* GetVRAbilitySystemComponent();
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