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| { | |
| "Redux code segment for Slice ": { | |
| "prefix": "redux-slice", | |
| "body": [ | |
| "import { createSlice } from '@reduxjs/toolkit';", | |
| "", | |
| "export const ${1:name}Slice = createSlice({", | |
| " name: '${2:nameSlice}',", | |
| " initialState: {", | |
| " counter: 10", |
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| # Visual Studio 2015 user specific files | |
| .vs/ | |
| # Compiled Object files | |
| *.slo | |
| *.lo | |
| *.o | |
| *.obj | |
| # Precompiled Headers |
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| if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) | |
| { | |
| EnhancedInputComponent->BindAction(${1:InputAction}, ETriggerEvent::Triggered, this, &${2:FunctionReference}); | |
| EnhancedInputComponent->BindAction(${3:InputAction}, ETriggerEvent::Triggered, this, &${4:FunctionReference); | |
| } |
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| if(APlayerController* PlayerController = Cast<APlayerController>(GetController())){ | |
| if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer())){ | |
| Subsystem->AddMappingContext(${1:CharacterMappingContext}, 0); | |
| } | |
| } |
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| #include "CoreMinimal.h" | |
| #include "GameFramework/PlayerController.h" | |
| #include "InputAction.h" | |
| #include "InputMappingContext.h" | |
| #include "CustomPlayerController.generated.h" | |
| class UEnhancedInputComponent; | |
| UCLASS() | |
| class GJDDM2025_API ACustomPlayerController : public APlayerController |
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| #include "CustomPlayerController.h" | |
| #include "EnhancedInputComponent.h" | |
| #include "EnhancedInputSubsystems.h" | |
| void ACustomPlayerController::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| } |