발사체 이동 컴포넌트
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Content/Blueprints/Actors/BP_Projectile.uasset
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Content/Blueprints/Actors/BP_Projectile.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Maps/Main.umap
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Content/Maps/Main.umap
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@ -3,6 +3,8 @@
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#include "Projectile.h"
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#include "Projectile.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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// Sets default values
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// Sets default values
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AProjectile::AProjectile()
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AProjectile::AProjectile()
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{
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{
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@ -10,6 +12,9 @@ AProjectile::AProjectile()
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PrimaryActorTick.bCanEverTick = false;
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PrimaryActorTick.bCanEverTick = false;
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ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Projectile Mesh"));
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ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Projectile Mesh"));
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RootComponent = ProjectileMesh;
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RootComponent = ProjectileMesh;
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
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ProjectileMovement->InitialSpeed = 400.0f;
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ProjectileMovement->MaxSpeed = 1000.0f;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -28,4 +28,7 @@ private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
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UStaticMeshComponent* ProjectileMesh;
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UStaticMeshComponent* ProjectileMesh;
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// Projectile Movement Component for Shooting
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
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class UProjectileMovementComponent* ProjectileMovement;
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};
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};
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