UPROPERTY()
class APlayerStart* PlayerStart;
PlayerStart = Cast(UGameplayStatics::GetActorOfClass(GetWorld(), APlayerStart::StaticClass()));
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void ARunnerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ARunnerCharacter::Jump);
}