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// Copyright Epic Games, Inc. All Rights Reserved. class UPathFollowingComponent; class UInputMappingContext; DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); /** * Base PlayerController class that defines default InputMappingContexts and includes a PathFollowingComponent to enable * navigation. */ UCLASS(Blueprintable) class ADandelionPlayerController : public APlayerController { GENERATED_BODY() public: /** * Default constructor to show the default mouse cursor and to ensure that the PathFollowingComponent is present. */ ADandelionPlayerController(); /** * When a StopMovement request is sent to NavSystem, also consume any player input on the Pawn. */ virtual void StopMovement() override; protected: /** * Initializes the PathFollowingComponent once this controller possesses a Pawn whose path will be controlled. * @param InPawn The possessed pawn. */ virtual void OnPossess(APawn* InPawn) override; /** * Applies the DefaultInputMappingContexts to this PlayerController. */ virtual void SetupInputComponent() override; public: /** * Simple getter for the PathFollowingComponent. * @return The PathFollowingComponent on this controller. */ FORCEINLINE UPathFollowingComponent* GetPathFollowingComponent() const { return PathFollowingComponent; } private: /** * Input Mapping Contexts that should be applied to the PlayerController when setting up the InputComponent. */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input", meta = (AllowPrivateAccess = "true")) TSet<TObjectPtr<UInputMappingContext>> DefaultInputMappingContexts; /** * The PathFollowingComponent to be used to facilitate player pathing. */ UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true)) TObjectPtr<UPathFollowingComponent> PathFollowingComponent; };