Pawn에 Capsule Collision, SkeletalMesh, SprintArm, Camera 추가하기// header
// 멤버 변수 추가
UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<class UCapsuleComponent> CapsuleComponent;
UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<class USkeletalMeshComponent> SkeletalMeshComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<class USpringArmComponent> SpringArmComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<class UCameraComponent> CameraComponent;
//cpp
// 생성자에서 초기화
CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
CapsuleComponent->InitCapsuleSize(34.0f, 88.0f);
RootComponent = CapsuleComponent;
SkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMesh"));
SkeletalMeshComponent->SetupAttachment(CapsuleComponent);
SkeletalMeshComponent->SetRelativeLocationAndRotation(FVector(0, 0, -88), FRotator(0, 0, -90));
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArmComponent->SetupAttachment(CapsuleComponent);
SpringArmComponent->TargetArmLength = 700.f;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
CapsuleComponent->SetupAttachment(SpringArmComponent);