| 1131 | } |
| 1132 | |
| 1133 | void AAlsxtCharacter::InputLook(const FInputActionValue& ActionValue) |
| 1134 | { |
| 1135 | FVector2D Value{ ActionValue.Get<FVector2D>() }; |
| 1136 | |
| 1137 | if (Freelooking == ALSXTFreelookingTags::True) |
| 1138 | { |
| 1139 | Value = FreelookState.LockedLookInput; |
| 1140 | } |
| 1141 | else |
| 1142 | { |
| 1143 | Value = ActionValue.Get<FVector2D>(); |
| 1144 | } |
| 1145 | |
| 1146 | AddControllerPitchInput(Value.Y * LookUpRate * GetWorld()->GetDeltaSeconds()); |
| 1147 | PreviousLookInput.Y = Value.Y; |
| 1148 | AddControllerYawInput(Value.X * LookRightRate * GetWorld()->GetDeltaSeconds()); |
| 1149 | PreviousLookInput.X = Value.X; |
| 1150 | } |
| 1151 | |
| 1152 | void AAlsxtCharacter::InputMove(const FInputActionValue& ActionValue) |
| 1153 | { |
nothing calls this directly
no outgoing calls
no test coverage detected