Add move camera start game, rebinde buttons for playr controller
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@@ -1,5 +1,11 @@
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[/Script/Engine.InputSettings]
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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@@ -64,12 +70,6 @@
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
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bAltEnterTogglesFullscreen=True
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bF11TogglesFullscreen=True
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bUseMouseForTouch=False
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@@ -8,7 +8,7 @@
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ARailwayCarriage::ARailwayCarriage()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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//PrimaryActorTick.bCanEverTick = false;
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// root
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Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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RootComponent = Root;
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@@ -16,6 +16,14 @@ ARailwayCarriage::ARailwayCarriage()
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// body mesh railway
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railwayBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("railway"));
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railwayBody->AttachTo(Root);
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wheel_0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_0"));
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wheel_0->AttachTo(railwayBody);
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wheel_1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_1"));
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wheel_1->AttachTo(railwayBody);
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wheel_2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_2"));
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wheel_2->AttachTo(railwayBody);
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wheel_3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("wheel_3"));
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wheel_3->AttachTo(railwayBody);
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@@ -25,13 +33,14 @@ ARailwayCarriage::ARailwayCarriage()
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void ARailwayCarriage::BeginPlay()
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{
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Super::BeginPlay();
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}
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oldLocation = GetActorLocation();
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}
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/*
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// Called every frame
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void ARailwayCarriage::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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*/
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@@ -19,17 +19,29 @@ protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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//root component
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UPROPERTY()
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UPROPERTY(BlueprintReadWrite)
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USceneComponent* Root;
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// meshes
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UPROPERTY(EditAnyWhere, Category = "Meshes")
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* railwayBody;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* wheel_0;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
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UStaticMeshComponent* wheel_1;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* wheel_2;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
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UStaticMeshComponent* wheel_3;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category ="Location")
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FVector oldLocation;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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//virtual void Tick(float DeltaTime) override;
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};
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