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// Copyright Epic Games, Inc. All Rights Reserved. /** * Abstract base class for both AI and Player ACharacter actors. */ UCLASS(Abstract, Blueprintable) class ADandelionCharacter : public ACharacter, public IAbilitySystemInterface { GENERATED_BODY() 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;); /** * 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; };