Unreal Engine/GCC Class (5.5.4)

Unreal Engine 5 배워보기 - 46일차

보별 2025. 5. 28. 17:33
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컴퓨터 및 게임 관련 전공인이 아닌 문외한 일반인이 언리얼 엔진을 배우면서 정리한 내용입니다.

그날그날 배웠던 내용을 제가 나중에 보기 위해 정리한 것으로, 지금 당장 보기에 부족한 점이 아주아주 많고 추후에 수정이 될 수도 있습니다.

오탈자 및 잘못 기재된 내용 지적, 부족한 내용 설명은 언제든지 환영입니다.

 

본글은 언리얼 엔진 5.5.4 버전 영문판을 기준으로 합니다.

 

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46일차 학습 내용

- 충돌 가능한 문

- Item을 알리는 Widget

 

 

충돌 가능한 문

문은 플레이어가 상호작용 키를 눌러 열리게 하는 문도 있지만, 플레이어가 부딪치면 열리는 문도 있다.

이번 시간에는 플레이어가 부딪치면 열리는 문을 만들어보도록 하겠다.

우선 문이 플레이어와 충돌하려면 문에 Collision을 줘야하는데, BP 상에서 Add를 통해 추가하는 방법이 아닌, 위 그림과 같이 Static Mesh 창에서 "Add Collision" 을 통해 추가해주었다.

문에 Collision만 부여하고 게임을 실행해보면, 위 그림과 같이 플레이어가 문과 부딪쳤을 때 문이 아무렇게나 내팽개쳐지는 것을 확인할 수 있다.

문이 충돌만 가능하고, 문을 고정시킬 무엇인가를 추가해주지 않았기 때문에 그런 것이다.

문을 고정시키고 싶을 경우, 지난 41일 차에서 배웠던 "Physics Constraint" 를 사용해줘야한다.

Component Name 둘 다 입력해줄 필요 없이 Component 1에 움직일 오브젝트의 이름만 넣어줘도 작동함

위 그림과 같이 Physics Constraint를 추가하고 Component에 중심이 될 오브젝트와 움직을 오브젝트를 추가해준 뒤, 문이 회전하는 z축에만 회전이 가능하도록 Swing1에 회전 시키고 싶은 각도의 값을 주면 된다.

자세한 설명은 41일 차를 참고하면 된다.

그러면 위 그림과 같이 플레이어가 문에 부딪치면 문이 고정된 채로 잘 열리는 것을 확인할 수 있다.

 

Item을 알리는 Widget

이번 시간에는 플레이어가 상호작용이 가능한 아이템에 가까이 갔을 때 Widget을 띄우는 작업을 한 번 해보도록 하겠다.

우선은 Widget을 띄우려면 어떤 식으로 메커니즘이 작용해야하는지 생각해볼 필요가 있다.

사람 모양: 플레이어 / 별 모양: 아이템 / 빨간원: 플레이어 소유의 Collision / 파란원: 아이템 소유의 Collision

간단하게 그림을 그려보면 위와 같이 그려볼 수 있다.

플레이어와 아이템 모두 Collision을 갖고 있어야하고, 플레이어의 외곽에 있는 큰 Collision과 아이템의 Collision이 부딪히면 아이템이 여기에 있다는 것을 플레이어에게 알려주는 Widget을 띄워야한다.

플레이어가 Widget을 보고 아이템을 발견한 뒤 아이템에게 가까이 가서 플레이어의 앞에 있는 작은 Collision이 아이템의 Collision과 부딪히면, 아이템과 상호작용이 가능한 키를 알려주는 Widget을 띄워주면 된다.

이를 바탕으로 코드를 한 번 짜보도록 하겠다.

아이템의 Collision은 20일 차에서 아이템 습득할 때 이미 만들어줬기에 이번 시간에는 플레이어에게 Collision만 만들어주면 된다.

PlayerControl.h

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public: //===================Collision==============================
    UPROPERTY(VisibleAnywhere, Category = "Collision")
    class USphereComponent* OperateCheckSphereCollision;
 
    UPROPERTY(VisibleAnywhere, Category = "Collision")
    class USphereComponent* CheckSphereCollision;
 
    UFUNCTION()
    void OperateOnOverlapBegin(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    UFUNCTION()
    void OperateOnOverlapEnd(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
 
    UFUNCTION()
    void CheckOnOverlapBegin(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    UFUNCTION()
    void CheckOnOverlapEnd(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
cs

아이템의 위치를 알려줄 Collision과 아이템과 상호작용하는 것을 알려줄 Collision, 총 두 개를 생성해주었다.

Delegate를 사용하여 함수를 호출할 경우에는 "UFUNCTION" 을 필수로 붙여줘야 정상작동 가능하다.

PlayerControl.cpp

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#include "Components/SphereComponent.h" // 추
 
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APlayerCharacterControll::APlayerCharacterControll()
{
 
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    OperateCheckSphereCollision = CreateDefaultSubobject<USphereComponent>(TEXT("OperateCheckSphereCollision"));
    OperateCheckSphereCollision->SetupAttachment(GetMesh());
    OperateCheckSphereCollision->InitSphereRadius(20.0f);
    OperateCheckSphereCollision->SetRelativeLocation(FVector(030120));
    OperateCheckSphereCollision->SetCollisionProfileName(TEXT("OperateItem"));
 
   CheckSphereCollision = CreateDefaultSubobject<USphereComponent>(TEXT("CheckSphereCollision"));
   CheckSphereCollision->SetupAttachment(GetMesh());
   CheckSphereCollision->InitSphereRadius(300.0f);
   CheckSphereCollision->SetRelativeLocation(FVector(00120));
   CheckSphereCollision->SetCollisionProfileName(TEXT("OperateItem"));
}
 
void APlayerCharacterControll::BeginPlay()
{
 
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    if (OperateCheckSphereCollision)
    {
        OperateCheckSphereCollision->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacterControll::OperateOnOverlapBegin);
        OperateCheckSphereCollision->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacterControll::OperateOnOverlapEnd);
    }
    if (CheckSphereCollision)
    {
        CheckSphereCollision->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacterControll::CheckOnOverlapBegin);
        CheckSphereCollision->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacterControll::CheckOnOverlapEnd);
    }
}
cs

생성자에서 플레이어에게 각각의 Collision을 생성해주는 명령을 내렸고, 게임 시작 시 해당 Collision과 충돌 이벤트가 발생하면 뒤에서 입력한 이름의 함수가 실행되도록 입력해주었다.

컴파일 한 뒤 플레이어 BP를 실행해보면 아래 그림과 같이 Sphere Collision이 2개 생성된 것을 확인할 수 있다.

이제 위 Collision들이 아이템과 충돌했을 때 띄울 Widget을 만들어보도록 하겠다.

위 그림과 같이 Panel을 배치 후 Image를 삽입하고, 삽입한 Image의 크기를 조절하여 위 그림과 같이 WBP를 생성해주면 된다.

Widget을 생성했으니, 이번엔 Collision과 충돌했을 때 실행할 함수에서 위에서 생선한 Widget을 호출하도록 해보겠다.

아래와 같이 코드를 입력해준다.

PlayerControl.h

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public: //===================Widget==============================
    UPROPERTY(EditAnywhere, Category = "Widget")
    TSubclassOf<class UUserWidget> HUDClass = nullptr;
 
    UPROPERTY(EditAnywhere, Category = "Widget"// 추가
    TSubclassOf<class UUserWidget> CheckUIClass = nullptr;
 
    UPROPERTY(EditAnywhere, Category = "Widget"//
    TSubclassOf<class UUserWidget> ItemPickUpUIClass = nullptr;
cs

호출할 Widget을 추가해준 것이다.

PlayerControl.cpp

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#include "Components/WidgetComponent.h" // 추가
#include "Components/Widget.h" // 추가
 
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void APlayerCharacterControll::InitializationFindWidget()
{
 
    if (HUDClass == nullptr)
    {
        HUDClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_PlayerHUD.WB_PlayerHUD_C"));
    }
 
    if (CheckUIClass == nullptr)
    {
        CheckUIClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_Check.WB_Check_C"));
    }
 
    if (ItemPickUpUIClass == nullptr)
    {
        ItemPickUpUIClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_OperateKey.WB_OperateKey_C"));
    }
}
 
void APlayerCharacterControll::CheckOnOverlapBegin(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("CheckOverlapBegin"));
 
    if (!OtherActor) // 충돌한 액터가 존재하지 않으면 함수 종료
    {
        return;
    }
 
    if (OtherActor->IsA(APlayerCharacterControll::StaticClass())) // 충돌한 액터가 플레이어 컨트롤 클래스의 인스턴스인 경우
    {
        if (UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>())
        {
            WidgetComponent->SetVisibility(false); // 해당 액터에 Widget Component가 존재하면 비활성화
        }
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>(); // 충돌한 액터에서 UWidgetComponent 검색
    if (WidgetComponent) // 기존 Widget을 비활성화 후 새로운 UI 클래스를 설정 및 활성화
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(CheckUIClass);
        WidgetComponent->SetVisibility(true);
    }
    else
    {
        WidgetComponent = NewObject<UWidgetComponent>(OtherActor); // UWidgetComponent가 없는 경우 새로 생성하여 OtherActor에 추가
        if (WidgetComponent)
        {
            WidgetComponent->RegisterComponent();
            WidgetComponent->AttachToComponent(OtherActor->GetRootComponent(),FAttachmentTransformRules::KeepRelativeTransform);
            WidgetComponent->SetWidgetSpace(EWidgetSpace::Screen);
            WidgetComponent->SetRelativeLocation(FVector(0020));
            WidgetComponent->SetWidgetClass(CheckUIClass);
            WidgetComponent->SetVisibility(true);
        }
    }
}
 
void APlayerCharacterControll::CheckOnOverlapEnd(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue , TEXT("CheckOverlapEnd"));
 
    if (!OtherActor)
    {
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
    }
}
cs

생성된 Widget을 Destroy 하지 않고 SetVisibility로 비활성화하는 이유는, else 이하 문에서 생성한 Widget Component를 Widget을 호출할 때마다 굳이 계속 생성해줄 필요없이, 미리 만둘어둔 Widget Component에 Widget을 불러오기만 하면 되기 때문이다.

위와 같은 방법도 최적화 방법 중 하나이다.

컴파일 후 게임을 실행한 뒤, F8로 일시정지하고 플레이어를 클릭해서 'Widget' 을 검색해보면, 위 그림과 같이 Widget이 플레이어에게 제대로 삽입된 것을 확인할 수 있다.

 

그리고 아이템에 가까이 가면 위 그림과 같이 아이템의 위치를 알려주는 Widget이 활성화되는 것을 확인할 수 있다.

Widget이 활성화되지 않는다면 아이템의 Sphere Collision과 플레이어의 인식 Sphere Collision이 서로 상호작용이 안돼서일 가능성이 매우 크다.

Collision Presets에 가서 Sphere Collision에 설정한 Object Type과 Sphere Collision과 Object Type의 충돌 여부를 확인해보는 것이 좋다.

이번엔 아이템에 더 가까이 다가갔을 경우 아이템과 상호작용 가능한 키를 알려주는 Widget을 출력시키도록 해보겠다.

아래와 같이 코드를 작성해준다.

PlayerControl.cpp

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void APlayerCharacterControll::OperateOnOverlapBegin(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)  // CheckOnOverlapBegin 복사
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("OperateOverlapBegin"));
 
    if (!OtherActor)
    {
        return;
    }
 
    if (OtherActor->IsA(APlayerCharacterControll::StaticClass()))
    {
        if (UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>())
        {
            WidgetComponent->SetVisibility(false);
        }
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(ItemPickUpUIClass);
        WidgetComponent->SetVisibility(true);
    }
    else
    {
        WidgetComponent = NewObject<UWidgetComponent>(OtherActor);
        if (WidgetComponent)
        {
            WidgetComponent->RegisterComponent();
            WidgetComponent->AttachToComponent(OtherActor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
            WidgetComponent->SetWidgetSpace(EWidgetSpace::Screen);
            WidgetComponent->SetRelativeLocation(FVector(0020));
            WidgetComponent->SetWidgetClass(ItemPickUpUIClass);
            WidgetComponent->SetVisibility(true);
        }
    }
}
 
void APlayerCharacterControll::OperateOnOverlapEnd(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) // CheckOnOverlapEnd 복사한 뒤 코드 추가
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("OperateOverlapEnd"));
 
    if (!OtherActor)
    {
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(CheckUIClass); // 추가
        WidgetComponent->SetVisibility(true); // 추가
    }
}
cs

"OperateOnOverlapBegin" 함수는 "CheckOnOverlapBegin" 함수를 그대로 복사하여 넣어주면 되지만, "OperateOnOverlapEnd" 함수는 코드 2줄을 추가로 작성해줘야한다.

"OperateOnOverlapEnd" 함수를 그대로 복사하면 하면, 플레이어가 아이템으로부터 멀어질 경우 "CheckOnOverlapBegin" 에서 호출한 Widget이 다시 나타나지 않고 그냥 Widget 자체가 사라져버리기 때문이다.

그렇기에 "OperateOnOverlapBegin" 에서 호출한 Widget을 숨기고, "CheckOnOverlapBegin" 에서 호출한 Widget이 다시 나오도록 해줘야한다.

2배속

그러면 위 움짤과 같이 플레이어가 가까워지고 멀어짐에 따라 Widget을 다르게 출력해줄 수 있다.

"OperateOnOverlapBegin" 에서 호출되는 Widget이 호출이 되지 않는다면,  "OperateOnOverlapBegin" 에서 사용하는 Sphere Collision의 크기가 작아서일 수도 있기에, Sphere Collision의 크기를 키워주면 된다.

 

 

*오늘까지 작성한 코드 정리

PlayerControl.h

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// Fill out your copyright notice in the Description page of Project Settings.
 
#pragma once
 
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
#include "Blueprint/UserWidget.h"
#include "NiagaraSystem.h"
#include "NiagaraFunctionLibrary.h"
#include "PlayerCharacterControll.generated.h"
 
UENUM()
enum class EWeaponType : uint8
{
    None UMETA(DisplayName = "None"),
    Pistol UMETA(DisplayName = "Pistol"),
    SMG UMETA(DisplayName = "SMG"),
    Rifle UMETA(DisplayName = "Rifle"),
};
 
 
UCLASS()
class SILENTHILL_API APlayerCharacterControll : public ACharacter
{
    GENERATED_BODY()
 
public:
    APlayerCharacterControll();
 
protected:
    virtual void BeginPlay() override;
 
public:    
    virtual void Tick(float DeltaTime) override;
 
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
 
protected: //===================Camera=========================
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    class USpringArmComponent* SpringArm;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    class UCameraComponent* Camera;
 
private: //===================Input=========================
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputMappingContext* DefaultContext;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* MoveAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* LookAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* AimAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* FireAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* OperateAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* RifleChangeAction;
 
    UPROPERTY(VisibleAnywhere, Category = "Input")
    class UInputAction* PistolChangeAction;
 
    UPROPERTY(EditAnywhere, Category = "Input")
    float mouseSpeed = 30.0f;
 
public://===================Function=========================
    void Move(const FInputActionValue& value);
    void Look(const FInputActionValue& value);
    void OnAim();
    void OffAim();
    void Fire();
    void Operate();
    void RifleMode();
    void PistolMode();
    void InitializationFindInput();
    void InitializationFindWeaponMesh();
    void InitializationIsWeaponMap();
    void InitializationFindWidget();
    virtual float TakeDamage
    (float DamageAmount, struct FDamageEvent const& DamageEvent, 
        class AController* EventInstigator, AActor* DamageCauser) override;
    virtual void PlayHitFX(FVector HitLocation, FRotator HitRotator, FVector FXScale);
 
 
public: //===================Montage=========================
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* RifleAimMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* RifleFireMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* PistolAimMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* PistolFireMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* OperateMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* WeaponChangeInMontage;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
    UAnimMontage* WeaponChangeOutMontage;
 
public://===================Sound=========================
    UPROPERTY(EditAnywhere, Category = "Sound")
    USoundBase* RifleSound;
 
    UPROPERTY(EditAnywhere, Category = "Sound")
    USoundBase* HitSound;
 
    UPROPERTY(EditAnywhere, Category = "Sound")
    USoundBase* WeaponChangeSound;
 
    void WeaponFireSound();
 
public://===================Weapon=========================
    UPROPERTY(EditAnywhere)
    class UStaticMeshComponent* SM_RifleWeapon;
 
    UPROPERTY(EditAnywhere)
    class UStaticMeshComponent* SM_PistolWeapon;
 
    UPROPERTY(EditAnywhere)
    class UStaticMeshComponent* SM_SMGWeapon;
    
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    EWeaponType currentWeapon = EWeaponType::None;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    TMap<EWeaponType, bool> IsWeaponMap;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    int RifleBulletCount = 30;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    int PistolBulletCount = 15;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    int SMGBulletCount = 30;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly) //장전된 총알
    int CurrentBulletCount = 0;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly) //가지고 있는 총알
    int SaveBulletCount = 0;
 
public://===================Blueprint=========================
    UFUNCTION(BlueprintImplementableEvent, Category = "Blueprint")
    void OnFire_BP();
 
    UFUNCTION(BlueprintImplementableEvent, Category = "Blueprint")
    void OnAim_BP();
 
    UFUNCTION(BlueprintImplementableEvent, Category = "Blueprint")
    void OffAim_BP();
    
    UFUNCTION(BlueprintImplementableEvent, Category = "Blueprint")
    void Operate_BP();
 
public: //===================PlayerState=========================
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    bool isItem = false;
 
    bool isAim = false;
 
    float PlayerHp = 100;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PlayerState")
    bool isLadder;
 
public: //===================CameraShake=========================
    UPROPERTY(EditAnywhere)
    TSubclassOf<class UCameraShakeBase> RifleFireCameraShakeClass;
 
    UPROPERTY(EditAnywhere)
    TSubclassOf<class UCameraShakeBase> PlayerDamageCameraShakeClass;
 
public: //===================Widget==============================
    UPROPERTY(EditAnywhere, Category = "Widget")
    TSubclassOf<class UUserWidget> HUDClass = nullptr;
 
    UPROPERTY(EditAnywhere, Category = "Widget")
    TSubclassOf<class UUserWidget> CheckUIClass = nullptr;
 
    UPROPERTY(EditAnywhere, Category = "Widget")
    TSubclassOf<class UUserWidget> ItemPickUpUIClass = nullptr;
 
    UPROPERTY()
    UUserWidget* HUDWidget;
 
    UImage* CrossHairImage;
    UImage* WeaponIconImage;
    UTextBlock* BulletCountTextBlock;
    UTextBlock* HpTextBlock;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    TMap<EWeaponType, UTexture2D*> WeaponCrossHairImageMap;
 
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
    TMap<EWeaponType, UTexture2D*> WeaponIconImageMap;
 
public: //===================FX==============================
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FX")
    TArray<UNiagaraSystem*> HitFXArray;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FX")
    TArray<UParticleSystem*> HitParticleSystemArray;
 
public: //===================Collision==============================
    UPROPERTY(VisibleAnywhere, Category = "Collision")
    class USphereComponent* OperateCheckSphereCollision;
 
    UPROPERTY(VisibleAnywhere, Category = "Collision")
    class USphereComponent* CheckSphereCollision;
 
    UFUNCTION()
    void OperateOnOverlapBegin(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    UFUNCTION()
    void OperateOnOverlapEnd(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
 
    UFUNCTION()
    void CheckOnOverlapBegin(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    UFUNCTION()
    void CheckOnOverlapEnd(class UPrimitiveComponent* overlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};
 
cs

PlayerControl.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
 
 
#include "PlayerCharacterControll.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputMappingContext.h"
#include "Components/StaticMeshComponent.h"
#include "PlayerAnimInstance.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/DamageEvents.h"
#include "Blueprint/UserWidget.h"
#include "Components/Image.h"
#include "Internationalization/Text.h"
#include "DoorManager.h"
#include "Particles/ParticleSystem.h"
#include "GameFrameWork/CharacterMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Components/WidgetComponent.h"
#include "Components/Widget.h"
 
// Sets default values
APlayerCharacterControll::APlayerCharacterControll()
{
     // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
 
 
    ConstructorHelpers::FObjectFinder<USkeletalMesh>PlayerMesh(TEXT("/Script/Engine.SkeletalMesh'/Game/Asset/Player/Survival_Character/Meshes/SK_Survival_Character.SK_Survival_Character'"));
    if (PlayerMesh.Succeeded())
    {
        GetMesh()->SetSkeletalMesh(PlayerMesh.Object);
        GetMesh()->SetWorldLocationAndRotation(FVector(00-90), FRotator(0-900));
    }
    
    SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
    SpringArm->SetupAttachment(RootComponent);
    SpringArm->SetWorldLocation(FVector(0065.0f));
    SpringArm->TargetArmLength = 150;
    SpringArm->SocketOffset = FVector(0400);
    SpringArm->bUsePawnControlRotation = true;
 
    Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
    Camera->SetupAttachment(SpringArm);
    
    static ConstructorHelpers::FClassFinder<UAnimInstance> AnimInstance(TEXT("/Game/Blueprints/ABP_Player.ABP_Player_C"));
 
    if (AnimInstance.Class)
    {
        GetMesh()->SetAnimInstanceClass(AnimInstance.Class);
    }
    InitializationFindWeaponMesh();
    InitializationFindInput();
    
    OperateCheckSphereCollision = CreateDefaultSubobject<USphereComponent>(TEXT("OperateCheckSphereCollision"));
    OperateCheckSphereCollision->SetupAttachment(GetMesh());
    OperateCheckSphereCollision->InitSphereRadius(70.0f);
    OperateCheckSphereCollision->SetRelativeLocation(FVector(030120));
    OperateCheckSphereCollision->SetCollisionProfileName(TEXT("OperateItem"));
 
    CheckSphereCollision = CreateDefaultSubobject<USphereComponent>(TEXT("CheckSphereCollision"));
    CheckSphereCollision->SetupAttachment(GetMesh());
    CheckSphereCollision->InitSphereRadius(300.0f);
    CheckSphereCollision->SetRelativeLocation(FVector(00120));
    CheckSphereCollision->SetCollisionProfileName(TEXT("OperateItem"));
}
 
void APlayerCharacterControll::BeginPlay()
{
    Super::BeginPlay();
 
 
    InitializationFindWidget();
    InitializationIsWeaponMap();
 
    if (APlayerController* PlayerController = Cast<APlayerController>(GetController()))
    {
        if (UEnhancedInputLocalPlayerSubsystem* SubSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
        {
            SubSystem->AddMappingContext(DefaultContext, 0);
        }
    }
    //SM_Weapon->bHiddenInGame = true;
    SM_RifleWeapon->SetVisibility(false);
    SM_PistolWeapon->SetVisibility(false);
    if (!HUDWidget && HUDClass)
    {
        HUDWidget = CreateWidget(GetWorld()->GetFirstPlayerController(), HUDClass);
    }
    if (HUDWidget)
    {
        HUDWidget->AddToViewport();
 
        CrossHairImage = Cast<UImage>(HUDWidget->GetWidgetFromName(TEXT("CrosshairImage")));
        WeaponIconImage = Cast<UImage>(HUDWidget->GetWidgetFromName(TEXT("WeaponIconImage")));
        BulletCountTextBlock = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("BulletText")));
        HpTextBlock = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("HpText")));
        if (CrossHairImage)
        {
            CrossHairImage->SetVisibility(ESlateVisibility::Hidden);
        }
        if (WeaponIconImage)
        {
            WeaponIconImage->SetVisibility(ESlateVisibility::Hidden);
        }
        if (BulletCountTextBlock)
        {
            BulletCountTextBlock->SetVisibility(ESlateVisibility::Hidden);
        }
        if (HpTextBlock)
        {
            HpTextBlock->SetVisibility(ESlateVisibility::Hidden);
        }
    }
    if (OperateCheckSphereCollision)
    {
        GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Yellow, TEXT("OperateCheckSphereCollision"));
        OperateCheckSphereCollision->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacterControll::OperateOnOverlapBegin);
        OperateCheckSphereCollision->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacterControll::OperateOnOverlapEnd);
    }
    if (CheckSphereCollision)
    {
        GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Yellow, TEXT("CheckSphereCollision"));
        CheckSphereCollision->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacterControll::CheckOnOverlapBegin);
        CheckSphereCollision->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacterControll::CheckOnOverlapEnd);
    }
}
 
void APlayerCharacterControll::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
 
}
 
void APlayerCharacterControll::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent);
    EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APlayerCharacterControll::Move);
    EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlayerCharacterControll::Look);
    EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Started, this, &APlayerCharacterControll::OnAim);
    EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Completed, this, &APlayerCharacterControll::OffAim);
    EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Started, this, &APlayerCharacterControll::Fire);
    EnhancedInputComponent->BindAction(OperateAction, ETriggerEvent::Started, this, &APlayerCharacterControll::Operate);
    EnhancedInputComponent->BindAction(RifleChangeAction, ETriggerEvent::Started, this, &APlayerCharacterControll::RifleMode);
    EnhancedInputComponent->BindAction(PistolChangeAction, ETriggerEvent::Started, this, &APlayerCharacterControll::PistolMode);
}
 
void APlayerCharacterControll::Move(const FInputActionValue& value)
{
    const FVector2D MovementVector = value.Get<FVector2D>();
    const FRotator Rotation = Controller->GetControlRotation();
    const FRotator YawRotation(0, Rotation.Yaw, 0);
 
    const FVector ForwardDiretion = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
    const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
 
    AddMovementInput(ForwardDiretion, MovementVector.Y);
    
    if (!isLadder)
    {
        GetCharacterMovement()->SetMovementMode(MOVE_Walking);
        AddMovementInput(RightDirection, MovementVector.X);
    }
    else
    {
        GetCharacterMovement()->SetMovementMode(MOVE_Flying);
        const FVector LadderUpDirection = FVector::UpVector; // z축 방향
        AddMovementInput(LadderUpDirection, MovementVector.Y);
    }
}
 
void APlayerCharacterControll::Look(const FInputActionValue& value)
{
    FVector2D LookAxisVector = value.Get<FVector2D>();
 
    AddControllerYawInput(LookAxisVector.X * GetWorld()->DeltaTimeSeconds * mouseSpeed);
    AddControllerPitchInput(LookAxisVector.Y * GetWorld()->DeltaTimeSeconds * -mouseSpeed);
}
 
void APlayerCharacterControll::OnAim()
{
    if(IsWeaponMap.Num() > 0)
    {
        if (CrossHairImage)
        {
            CrossHairImage->SetVisibility(ESlateVisibility::Visible);
        }
        if (WeaponIconImage)
        {
            WeaponIconImage->SetVisibility(ESlateVisibility::Visible);
        }
        if (BulletCountTextBlock)
        {
            BulletCountTextBlock->SetVisibility(ESlateVisibility::Visible);
        }
        if (HpTextBlock)
        {
            HpTextBlock->SetVisibility(ESlateVisibility::Visible);
        }
        
        if (IsWeaponMap.Contains(EWeaponType::Rifle) && currentWeapon == EWeaponType::Rifle)
        {
            OnAim_BP();
            UPlayerAnimInstance* animInstace = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
            isAim = true;
            animInstace->isAim = true;
            CurrentBulletCount = RifleBulletCount;
            //무기상태를 애니인스턴스한테 전달하기
        }
        else if (IsWeaponMap.Contains(EWeaponType::Pistol) && currentWeapon == EWeaponType::Pistol)
        {
            OnAim_BP();
            UPlayerAnimInstance* animInstace = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
            isAim = true;
            animInstace->isAim = true;
            CurrentBulletCount = PistolBulletCount;
            //무기상태를 애니인스턴스한테 전달하기
        }
        else if (IsWeaponMap.Contains(EWeaponType::SMG) && currentWeapon == EWeaponType::SMG)
        {
            OnAim_BP();
            UPlayerAnimInstance* animInstace = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
            isAim = true;
            animInstace->isAim = true;
            CurrentBulletCount = SMGBulletCount;
            //무기상태를 애니인스턴스한테 전달하기
        }
 
        //AsNumber()를 사용해서 int32를 FText로 변환
        FText currentBullet = FText::AsNumber(CurrentBulletCount);
        FText saveBullet = FText::AsNumber(SaveBulletCount);
 
        FText text = FText::Format(FText::FromString(TEXT("{0}/{1}")), currentBullet, saveBullet);
        
        BulletCountTextBlock->SetText(text);
    }
}
 
void APlayerCharacterControll::OffAim()
{
    if (CrossHairImage)
    {
        CrossHairImage->SetVisibility(ESlateVisibility::Hidden);
    }
    if (WeaponIconImage)
    {
        WeaponIconImage->SetVisibility(ESlateVisibility::Hidden);
    }
    if (BulletCountTextBlock)
    {
        BulletCountTextBlock->SetVisibility(ESlateVisibility::Hidden);
    }
    if (HpTextBlock)
    {
        HpTextBlock->SetVisibility(ESlateVisibility::Hidden);
    }
    OffAim_BP();
    UPlayerAnimInstance* animInstace = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
    animInstace->isAim = false;
    isAim = false;
}
 
void APlayerCharacterControll::Fire()
{
    if (isAim)
    {
        float Damage = 10;
        if (currentWeapon == EWeaponType::Rifle && RifleBulletCount > 0)
        {
            CurrentBulletCount--;
            RifleBulletCount = CurrentBulletCount;
            
            if (RifleFireCameraShakeClass)
            {
                GetWorld()->GetFirstPlayerController()->ClientStartCameraShake(RifleFireCameraShakeClass);
            }
        }
        else if (currentWeapon == EWeaponType::Pistol && PistolBulletCount > 0)
        {
            CurrentBulletCount--;
            PistolBulletCount = CurrentBulletCount;
            Damage = FMath::RandRange(510);
        }
        else if (currentWeapon == EWeaponType::SMG && SMGBulletCount > 0)
        {
            CurrentBulletCount--;
            SMGBulletCount = CurrentBulletCount;
            Damage = FMath::RandRange(25);
        }
        
        OnFire_BP();
        FHitResult Hit;
        FVector StartTrace = Camera->GetComponentLocation();
        FVector EndTrace = StartTrace + (Camera->GetForwardVector() * 1000);
        //DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor::Green, false, 5.0f);
        if (GetWorld()->LineTraceSingleByChannel(Hit, StartTrace, EndTrace, ECC_GameTraceChannel4))
        {
            UGameplayStatics::ApplyDamage(Hit.GetActor(), Damage, Hit.GetActor()->GetInstigatorController(), Hit.GetActor(), NULL);
            //Hit.GetActor()->Destroy();
        }
 
        UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
        if (RifleFireMontage)
        {
            AnimInstace->Montage_Play(RifleFireMontage, 0.233333f);
        }
        FTimerHandle HitSoundDelayHandle;
        GetWorld()->GetTimerManager().SetTimer(HitSoundDelayHandle, this,
            &APlayerCharacterControll::WeaponFireSound,
            0.2f,
            false
        );
    }
    FText currentBullet = FText::AsNumber(CurrentBulletCount);
    FText saveBullet = FText::AsNumber(SaveBulletCount);
 
    FText text = FText::Format(FText::FromString(TEXT("{0}/{1}")), currentBullet, saveBullet);
 
    BulletCountTextBlock->SetText(text);
}
 
void APlayerCharacterControll::Operate()
{
    if (!isItem)
    {
        return;
    }
 
    Operate_BP();
    
    FVector StartLocation = GetMesh()->GetSocketLocation("hand_r"); //손 위치 소켓 
    FVector EndLocation = StartLocation;
    float SphereRadius = 70.0f; //원 크기
    FHitResult HitResult;
    FCollisionQueryParams Params;
    Params.AddIgnoredActor(this); //자기 자신을 무시
    bool isHit = GetWorld()->
        SweepSingleByChannel(HitResult, StartLocation, EndLocation, FQuat::Identity, 
            ECC_GameTraceChannel8, FCollisionShape::MakeSphere(SphereRadius), Params);
    DrawDebugSphere(GetWorld(), StartLocation, SphereRadius, 12, FColor::Red, false1.0f);
    if (isHit)
    {
        FString name = HitResult.GetActor()->GetName();
        GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, FString::Printf(TEXT("%s"), *name));
        name = name.LeftChop(name.Len() - name.Find(TEXT("_C_1"))); //10 - 6 = 4
        name = name.RightChop(3);
        GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, FString::Printf(TEXT("%s"), *name));
 
 
        if (name == TEXT("WeaponPistol"))
        {
            IsWeaponMap[EWeaponType::Pistol] = true;
        }
        else if (name == TEXT("WeaponSMG"))
        {
            IsWeaponMap[EWeaponType::SMG] = true;
        }
        else if (name == TEXT("WeaponRifle"))
        {
            IsWeaponMap[EWeaponType::Rifle] = true;
        }
        else if (name == TEXT("RifleBullet"))
        {
            RifleBulletCount += 30;
            if (RifleBulletCount >= 200)
            {
                RifleBulletCount = 200;
            }
        }
        else if (name == TEXT("PistolBullet"))
        {
            PistolBulletCount += 15;
            if (PistolBulletCount >= 120)
            {
                PistolBulletCount = 120;
            }
        }
        else if (name == TEXT("SMGBullet"))
        {
            SMGBulletCount += 30;
            if (SMGBulletCount >= 150)
            {
                SMGBulletCount = 150;
            }
        }
        else if (name == TEXT("Door1"))
        {
            ADoorManager* doorManager = Cast<ADoorManager>(HitResult.GetActor());
            GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, FString::Printf(TEXT("door check")));
            if (doorManager)
            {
                doorManager->DoorOpen();
                GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, FString::Printf(TEXT("door open")));
            }
            return;
        }
        else if (name == TEXT("Elevator"))
        {
            AActor* Actor = HitResult.GetActor();
            UFunction* ElevatorEvent = Actor->FindFunction(FName("ElevatorEvent"));
            if (ElevatorEvent)
            {
                Actor->ProcessEvent(ElevatorEvent, nullptr);
            }
            return;
        }
        FTimerHandle HitDelayHandle;
        GetWorld()->GetTimerManager().SetTimer(HitDelayHandle,
            FTimerDelegate::CreateLambda([HitResult]()
                {
                    HitResult.GetActor()->Destroy();
                }),
            0.5f,
            false
        );
    }
}
 
void APlayerCharacterControll::RifleMode()
{
    if (IsWeaponMap.Num() > 0 && currentWeapon == EWeaponType::Pistol && IsWeaponMap.Contains(EWeaponType::Rifle))
    {
        if (WeaponChangeInMontage)
        {
            FVector2D currentImageSize = WeaponIconImage->Brush.ImageSize;
        
            if (WeaponIconImage && WeaponIconImageMap[EWeaponType::Rifle] && WeaponIconImageMap.Num() > 0 && WeaponIconImageMap.Contains(EWeaponType::Rifle))
            {
                WeaponIconImage->SetBrushFromTexture(WeaponIconImageMap[EWeaponType::Rifle]);
                WeaponIconImage->SetBrushSize(currentImageSize);
            }
 
            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
            float InMontageDuration = AnimInstace->Montage_Play(WeaponChangeInMontage);
 
            FTimerHandle HideHandle;
            GetWorld()->GetTimerManager().SetTimer(HideHandle,
                FTimerDelegate::CreateLambda([this]()
                    {
                        if (WeaponChangeSound)
                        {
                            UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                            SM_PistolWeapon->SetVisibility(false);
                        }
                        if (WeaponChangeOutMontage)
                        {
                            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
                            float OutMontageDuration = AnimInstace->Montage_Play(WeaponChangeOutMontage);
 
                            FTimerHandle ShowHandle;
                            GetWorld()->GetTimerManager().SetTimer(ShowHandle,
                                FTimerDelegate::CreateLambda([this]()
                                    {
                                        if (WeaponChangeSound)
                                        {
                                            UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                                            SM_RifleWeapon->SetVisibility(true);
                                            UPlayerAnimInstance* playeranimInstance = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
                                            playeranimInstance->WeaponTypeCount = 1;
                                            currentWeapon = EWeaponType::Rifle;
                                        }
                                    }),
                                OutMontageDuration,
                                false
                            );
                        }
                    }),
                InMontageDuration,
                false
            );
        }
    }
 
    else if (IsWeaponMap.Contains(EWeaponType::Rifle) && IsWeaponMap.Num() > 0 && IsWeaponMap[EWeaponType::Rifle] == true)
    {
        if (WeaponChangeOutMontage)
        {
            if (WeaponIconImage && WeaponIconImageMap[EWeaponType::Rifle] && WeaponIconImageMap.Num() > 0 && WeaponIconImageMap.Contains(EWeaponType::Rifle))
            {
                WeaponIconImage->SetBrushFromTexture(WeaponIconImageMap[EWeaponType::Rifle]);
            }
            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
            AnimInstace->Montage_Play(WeaponChangeOutMontage);
        }
        FTimerHandle HitDelayHandle;
        GetWorld()->GetTimerManager().SetTimer(HitDelayHandle,
            FTimerDelegate::CreateLambda([this]()
                {
                    if (WeaponChangeSound)
                    {
                        UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                        SM_RifleWeapon->SetVisibility(true);
                        UPlayerAnimInstance* playeranimInstance = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
                        playeranimInstance->WeaponTypeCount = 1;
                        currentWeapon = EWeaponType::Rifle;
                    }
                }),
            0.5f,
            false
        );
    }
    else//총이 없는경우++
    {
        UGameplayStatics::PlaySound2D(this, WeaponChangeSound); 
    }
}
 
void APlayerCharacterControll::PistolMode()
{
    if (IsWeaponMap.Num() > 0 && currentWeapon == EWeaponType::Rifle&& IsWeaponMap.Contains(EWeaponType::Pistol))
    {
        if (WeaponChangeInMontage)
        {
            if (WeaponIconImage && WeaponIconImageMap[EWeaponType::Pistol] && WeaponIconImageMap.Num() > 0 && WeaponIconImageMap.Contains(EWeaponType::Pistol))
            {
                WeaponIconImage->SetBrushFromTexture(WeaponIconImageMap[EWeaponType::Pistol]);
            }
            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
            float InMontageDuration = AnimInstace->Montage_Play(WeaponChangeInMontage);
 
            FTimerHandle HideHandle;
            GetWorld()->GetTimerManager().SetTimer(HideHandle,
                FTimerDelegate::CreateLambda([this]()
                    {
                        if (WeaponChangeSound)
                        {
                            UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                            SM_RifleWeapon->SetVisibility(false);
                        }
                        if (WeaponChangeOutMontage)
                        {
                            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
                            float OutMontageDuration = AnimInstace->Montage_Play(WeaponChangeOutMontage);
 
                            FTimerHandle ShowHandle;
                            GetWorld()->GetTimerManager().SetTimer(ShowHandle,
                                FTimerDelegate::CreateLambda([this]()
                                    {
                                        if (WeaponChangeSound)
                                        {
                                            UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                                            SM_PistolWeapon->SetVisibility(true);
                                            UPlayerAnimInstance* playeranimInstance = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
                                            playeranimInstance->WeaponTypeCount = 2;
                                            currentWeapon = EWeaponType::Pistol;
                                        }
                                    }),
                                OutMontageDuration,
                                false
                            );
                        }
                    }),
                InMontageDuration,
                false
            );
        }
    }
 
    else if (IsWeaponMap.Contains(EWeaponType::Pistol) && IsWeaponMap.Num() > 0 && IsWeaponMap[EWeaponType::Pistol] == true)
    {
        if (WeaponChangeOutMontage)
        {
            UAnimInstance* AnimInstace = GetMesh()->GetAnimInstance();
            AnimInstace->Montage_Play(WeaponChangeOutMontage);
        }
        FTimerHandle HitDelayHandle;
        GetWorld()->GetTimerManager().SetTimer(HitDelayHandle,
            FTimerDelegate::CreateLambda([this]()
                {
                    if (WeaponChangeSound)
                    {
                        UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
                        SM_PistolWeapon->SetVisibility(true);
                        UPlayerAnimInstance* playeranimInstance = Cast<UPlayerAnimInstance>(GetMesh()->GetAnimInstance());
                        playeranimInstance->WeaponTypeCount = 2;
                        currentWeapon = EWeaponType::Pistol;
                    }
                }),
            0.5f,
            false
        );
    }
    else//총이 없는경우++
    {
        UGameplayStatics::PlaySound2D(this, WeaponChangeSound);
    }
}
 
void APlayerCharacterControll::WeaponFireSound()
{
    if (RifleSound)
    {
        UGameplayStatics::PlaySound2D(this, RifleSound);
    }
}
 
void APlayerCharacterControll::InitializationFindInput()
{
 
    static ConstructorHelpers::FObjectFinder<UInputMappingContext> InputContext(TEXT("/Script/EnhancedInput.InputMappingContext'/Game/Input/IMC_PlayerInput.IMC_PlayerInput'"));
    if (InputContext.Object != nullptr)
    {
        DefaultContext = InputContext.Object;
    }
    static ConstructorHelpers::FObjectFinder<UInputAction> InputMove(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_Move.IA_Move'"));
    if (InputMove.Object != nullptr)
    {
        MoveAction = InputMove.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputLook(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_Look.IA_Look'"));
    if (InputLook.Object != nullptr)
    {
        LookAction = InputLook.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputAim(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_Aim.IA_Aim'"));
    if (InputAim.Object != nullptr)
    {
        AimAction = InputAim.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputFire(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_Fire.IA_Fire'"));
    if (InputFire.Object != nullptr)
    {
        FireAction = InputFire.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputOperate(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_Operate.IA_Operate'"));
    if (InputOperate.Object != nullptr)
    {
        OperateAction = InputOperate.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputRifleChange(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_RifleChange.IA_RifleChange'"));
    if (InputRifleChange.Object != nullptr)
    {
        RifleChangeAction = InputRifleChange.Object;
    }
 
    static ConstructorHelpers::FObjectFinder<UInputAction> InputPistolChange(TEXT("/Script/EnhancedInput.InputAction'/Game/Input/IA_PistolChange.IA_PistolChange'"));
    if (InputPistolChange.Object != nullptr)
    {
        PistolChangeAction = InputPistolChange.Object;
    }
 
}
 
void APlayerCharacterControll::InitializationFindWeaponMesh()
{
 
    SM_RifleWeapon = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RifleWeaponMesh"));
    SM_RifleWeapon->SetupAttachment(GetMesh());
    static ConstructorHelpers::FObjectFinder<UStaticMesh> rifleWeaponMesh(TEXT("/Script/Engine.StaticMesh'/Game/Asset/Weapons/FPS_Weapon_Bundle/Weapons/Meshes/AR4/SM_AR4.SM_AR4'"));
    if (rifleWeaponMesh.Succeeded())
    {
        SM_RifleWeapon->SetStaticMesh(rifleWeaponMesh.Object);
    }
 
    SM_RifleWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("RifleWeapon_Socket"));
 
 
    SM_PistolWeapon = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PistolWeaponMesh"));
    SM_PistolWeapon->SetupAttachment(GetMesh());
    static ConstructorHelpers::FObjectFinder<UStaticMesh> pistolweaponMesh(TEXT("/Script/Engine.StaticMesh'/Game/Asset/PistolStaticMesh.PistolStaticMesh'"));
    if (pistolweaponMesh.Succeeded())
    {
        SM_PistolWeapon->SetStaticMesh(pistolweaponMesh.Object);
    }
    SM_PistolWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("PistolWeapon_Socket"));
 
}
 
void APlayerCharacterControll::InitializationIsWeaponMap()
{
    IsWeaponMap.Add(EWeaponType::Pistol, false);
    IsWeaponMap.Add(EWeaponType::SMG, false);
    IsWeaponMap.Add(EWeaponType::Rifle, false);
    WeaponCrossHairImageMap.Add(EWeaponType::Pistol, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/crosshair.crosshair'")));
    WeaponCrossHairImageMap.Add(EWeaponType::Rifle, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/crosshair.crosshair'")));
    WeaponCrossHairImageMap.Add(EWeaponType::SMG, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/crosshair.crosshair'")));
    WeaponIconImageMap.Add(EWeaponType::Pistol, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/PistolIcon.PistolIcon'")));
    WeaponIconImageMap.Add(EWeaponType::Rifle, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/RifleIcon.RifleIcon'")));
    WeaponIconImageMap.Add(EWeaponType::SMG, LoadObject<UTexture2D>(nullptr, TEXT("/Script/Engine.Texture2D'/Game/UMG/Texture/PistolIcon.PistolIcon'")));
}
 
void APlayerCharacterControll::InitializationFindWidget()
{
 
    if (HUDClass == nullptr)
    {
        HUDClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_PlayerHUD.WB_PlayerHUD_C"));
    }
 
    if (CheckUIClass == nullptr)
    {
        CheckUIClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_Check.WB_Check_C"));
    }
 
    if (ItemPickUpUIClass == nullptr)
    {
        ItemPickUpUIClass = LoadClass<UUserWidget>(nullptr, TEXT("/Game/UMG/WB_OperateKey.WB_OperateKey_C"));
    }
 
    /*static ConstructorHelpers::FClassFinder<UUserWidget>HUD(TEXT("WidgetBlueprint'/Game/UMG/WB_PlayerHUD.WB_PlayerHUD_C'"));
 
    if (HUD.Succeeded())
    {
        HUDClass = HUD.Class;
    }*/
}
 
float APlayerCharacterControll::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser)
{
    const float Damage = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
    
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Red, FString::Printf(TEXT("Player Damage : %f"), Damage));
    
    if (Damage > 0)
    {
        PlayerHp -= Damage;
        if (Damage >= 40 /* && 몽타지가 있으면*///강공격
        {
            //GetMesh()->GetAnimInstance()->Montage_Play();
            UGameplayStatics::PlaySound2D(GetWorld(), HitSound);
        }
        else //기본공격
        {
            //GetMesh()->GetAnimInstance()->Montage_Play();
            UGameplayStatics::PlaySound2D(GetWorld(), HitSound);
        }
        
        if (PlayerHp <= 0)
        {
            //GetMesh()->GetAnimInstance()->Montage_Play();
            //UI HP 강제 0 설정
            return Damage;
        }
        if (HpTextBlock)
        {
            FText Hp = FText::AsNumber(PlayerHp);
            HpTextBlock->SetText(Hp);
            HpTextBlock->SetVisibility(ESlateVisibility::Visible);
        }
        FVector FXScale = FVector(111);
        PlayHitFX(GetActorLocation(), GetActorRotation(), FXScale);
        if (PlayerDamageCameraShakeClass)
        {
            GetWorld()->GetFirstPlayerController()->ClientStartCameraShake(PlayerDamageCameraShakeClass);
        }
 
    }
    return Damage;
}
 
void APlayerCharacterControll::PlayHitFX(FVector HitLocation, FRotator HitRotator, FVector FXScale)
{
    if (HitFXArray.Num() > 0)
    {
        int32 RandomIndex = FMath::RandRange(0, HitFXArray.Num() - 1);
        UNiagaraSystem* SelectedFX = HitFXArray[RandomIndex];
 
        if (SelectedFX)
        {
            UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), SelectedFX, HitLocation);
        }
    }
 
    if (HitParticleSystemArray.Num() > 0)
    {
        int32 RandomIndex = FMath::RandRange(0, HitParticleSystemArray.Num() - 1);
        UParticleSystem* SelectedFX = HitParticleSystemArray[RandomIndex];
 
        if (SelectedFX)
        {
            UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), SelectedFX, HitLocation, HitRotator, FXScale);
        }
    }
}
 
void APlayerCharacterControll::OperateOnOverlapBegin(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("OperateOverlapBegin"));
 
    if (!OtherActor)
    {
        return;
    }
 
    if (OtherActor->IsA(APlayerCharacterControll::StaticClass()))
    {
        if (UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>())
        {
            WidgetComponent->SetVisibility(false);
        }
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(ItemPickUpUIClass);
        WidgetComponent->SetVisibility(true);
    }
    else
    {
        WidgetComponent = NewObject<UWidgetComponent>(OtherActor);
        if (WidgetComponent)
        {
            WidgetComponent->RegisterComponent();
            WidgetComponent->AttachToComponent(OtherActor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
            WidgetComponent->SetWidgetSpace(EWidgetSpace::Screen);
            WidgetComponent->SetRelativeLocation(FVector(0020));
            WidgetComponent->SetWidgetClass(ItemPickUpUIClass);
            WidgetComponent->SetVisibility(true);
        }
    }
}
 
void APlayerCharacterControll::OperateOnOverlapEnd(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("OperateOverlapEnd"));
 
    if (!OtherActor)
    {
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(CheckUIClass);
        WidgetComponent->SetVisibility(true);
    }
}
 
void APlayerCharacterControll::CheckOnOverlapBegin(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue, TEXT("CheckOverlapBegin"));
 
    if (!OtherActor)
    {
        return;
    }
 
    if (OtherActor->IsA(APlayerCharacterControll::StaticClass()))
    {
        if (UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>())
        {
            WidgetComponent->SetVisibility(false);
        }
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
        WidgetComponent->SetWidgetClass(CheckUIClass);
        WidgetComponent->SetVisibility(true);
    }
    else
    {
        WidgetComponent = NewObject<UWidgetComponent>(OtherActor);
        if (WidgetComponent)
        {
            WidgetComponent->RegisterComponent();
            WidgetComponent->AttachToComponent(OtherActor->GetRootComponent(),FAttachmentTransformRules::KeepRelativeTransform);
            WidgetComponent->SetWidgetSpace(EWidgetSpace::Screen);
            WidgetComponent->SetRelativeLocation(FVector(0020));
            WidgetComponent->SetWidgetClass(CheckUIClass);
            WidgetComponent->SetVisibility(true);
        }
    }
}
 
void APlayerCharacterControll::CheckOnOverlapEnd(UPrimitiveComponent* overlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
    GEngine->AddOnScreenDebugMessage(-13.0f, FColor::Blue , TEXT("CheckOverlapEnd"));
 
    if (!OtherActor)
    {
        return;
    }
 
    class UWidgetComponent* WidgetComponent = OtherActor->FindComponentByClass<UWidgetComponent>();
    if (WidgetComponent)
    {
        WidgetComponent->SetVisibility(false);
        WidgetComponent->SetWidgetClass(nullptr);
    }
}
 
cs