Boilerplate ACharacter in Unreal Engine 5 C++
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class TESTING_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
#include "MyCharacter.h"
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
}
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}