document.write("
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/Character.h"
#include "DandelionCharacter.generated.h"
/**
* Abstract base class for both AI and Player ACharacter actors.
*/
UCLASS(Abstract, Blueprintable)
class ADandelionCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
#pragma region IAbilitySystemInterface
public:
/**
* Needs to be overridden by implementing classes, as players and AI will likely have different owners for their
* ASCs. Should never be called directly.
* @return nullptr
*/
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override
PURE_VIRTUAL(ADandelionCharacter::GetAbilitySystemComponent, return nullptr;);
#pragma endregion
/**
* Default constructor that gets the character capsule set up, disables camera rotation based on character
* orientation, and configures the movement component. Also disables ticking.
*/
ADandelionCharacter();
/**
* Disables character rotation based on controller rotation.
*/
void DisableCharacterCameraRotation();
/**
* Ensures character rotates to match their direction of movement, sets the rotation rate, and makes sure that the
* character stays snapped to the plane.
*/
void ConfigureCharacterMovement() const;
};
DandelionCharacter.h - Snippet hosted by \"Cacher\"
");