새 C++ 클래스 > Character 부모 클래스를 상속받아 생성하면 된다
// SCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "SCharacter.generated.h"
UCLASS()
class STUDYPROJECT_API ASCharacter : public ACharacter
{
GENERATED_BODY()
public:
ASCharacter();
};
// SCharacter.cpp
#include "Character/SCharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
ASCharacter::ASCharacter()
{
PrimaryActorTick.bCanEverTick = false;
float CharacterHalfHeight = 95.f;
float CharacterRadius = 20.f;
GetCapsuleComponent()->InitCapsuleSize(CharacterRadius, CharacterHalfHeight);
FVector PivotPosition(0.f, 0.f, -CharacterHalfHeight);
FRotator PivotRotation(0.f, -90.f, 0.f);
GetMesh()->SetRelativeLocationAndRotation(PivotPosition, PivotRotation);
GetCharacterMovement()->MaxWalkSpeed = 350.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;// 조이스틱의 경우, 레버가 최소한으로 눌렸을 때에 걷는 속도
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;// 걷다가 멈췄을 때 얼마나 감속할 것인지
}
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