Added the forwar constant movement
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:01a2ccb4fae05146826f110d944ac346e311548b5e59e5e8fe7477b6752d0862
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size 33555
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oid sha256:6707e0a03a08e3a1aa73dcdfd39c8839e283b0ca3e3e0119415a35d8dcb359dc
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size 34084
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:9c79ba59dcd7112872785537bbae4dbf5908ee970011a5191b4524203ebb1fbc
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size 354051
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oid sha256:ee57909b9de0cae948caddc473536e0d62853e27ce154066e164b74edba3f39e
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size 332032
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@ -68,6 +68,7 @@ void AZombieCharacter::BeginPlay()
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void AZombieCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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MoveForwardConstant(DeltaTime);
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}
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@ -116,3 +117,11 @@ void AZombieCharacter::Crouch(const FInputActionValue& Value)
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{
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}
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void AZombieCharacter::MoveForwardConstant(float DeltaTime)
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{
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FVector vLocation = GetActorLocation();
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vLocation += GetActorForwardVector() * fBaseSpeed * DeltaTime;
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SetActorLocation(vLocation);
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}
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@ -63,4 +63,8 @@ public:
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UPROPERTY(EditAnywhere, Category = "Movement")
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float fBaseSpeed = 100.f;
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private:
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void MoveForwardConstant(float DeltaTime);
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};
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