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// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "UGC_PawnInterface.generated.h"
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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class UUGC_PawnInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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* Pawn Interface used to get the movement/rotation input values.
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*/
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class AURORADEVS_UGC_API IUGC_PawnInterface
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{
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GENERATED_BODY()
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public:
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// Get the value of the camera rotation input (usually the right thumbstick or the mouse).
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "UGC|Camera Interface")
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FRotator GetRotationInput() const;
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// Get the value of the movement input (usually WASD or the left thumbstick).
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "UGC|Camera Interface")
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FVector GetMovementInput() const;
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};
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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class UUGC_PawnMovementInterface : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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* This interface should only be used with player classes NOT using the default Unreal Movement Component or components inheriting from it.
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* This interface can be used to query important movement properties (velocity, falling; etc.) from your custom movement components.
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*/
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class AURORADEVS_UGC_API IUGC_PawnMovementInterface
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "UGC|Movement Interface")
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FVector GetOwnerVelocity() const;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "UGC|Movement Interface")
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bool IsOwnerFalling() const;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "UGC|Movement Interface")
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bool IsOwnerStrafing() const;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "UGC|Movement Interface")
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bool IsOwnerMovingOnGround() const;
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};
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