Pawn(폰) 클래스 생성
- Pawn : 사용자의 입력을 받을 수 있는 클래스
 
UCLASS()
class TUTORIAL_API AMyPawn : public APawn
{
	// ...
	UPROPERTY(EditAnywhere)
	USceneComponent* OurVisibleComponent;
	// USceneComponent : 위치, 회전정보는 갖으나, Mesh, 충돌은 없어 가볍다. 더미 부모 클래스로 많이 사용됨.
};
AMyPawn::AMyPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	AutoPossessPlayer = EAutoReceiveInput::Player0;
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera"));
	OurCamera->SetupAttachment(RootComponent);
	OurCamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.f));
	OurCamera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.f));
	OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
	OurVisibleComponent->SetupAttachment(RootComponent);
}
Space를 Jump로 매핑
편집 -> 프로젝트 세팅 -> 엔진 - 입력
MyPawn을 Unreal로 로드
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"
UCLASS()
class TUTORIAL_API AMyPawn : public APawn
{
	GENERATED_BODY()
public:
	// Sets default values for this pawn's properties
	AMyPawn();
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	UPROPERTY(EditAnywhere)
	USceneComponent* OurVisibleComponent;
	// USceneComponent : 위치, 회전정보는 갖으나, Mesh, 충돌은 없어 가볍다. 더미 부모 클래스로 많이 사용됨.
	void Move_XAxis(float AxisValue);
	void Move_YAxis(float AxisValue);
	void StartGrowing();
	void StopGrowing();
	FVector CurrentVelocity;
	bool bGrowing;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyPawn.h"
#include <Engine/Classes/Camera/CameraComponent.h>
// Sets default values
AMyPawn::AMyPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	AutoPossessPlayer = EAutoReceiveInput::Player0;
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera"));
	OurCamera->SetupAttachment(RootComponent);
	OurCamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.f));
	OurCamera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.f));
	OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
	OurVisibleComponent->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
	Super::BeginPlay();
	
}
// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	{
		float CurrentScale = OurVisibleComponent->GetComponentScale().X;
		if (bGrowing)
		{
			CurrentScale += DeltaTime;
		}
		else
		{
			CurrentScale -= DeltaTime * 0.5f;
		}
		CurrentScale = FMath::Clamp(CurrentScale, 1.0f, 2.0f);
		OurVisibleComponent->SetWorldScale3D(FVector(CurrentScale));
	}
	{
		if (!CurrentVelocity.IsZero())
		{
			FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
			SetActorLocation(NewLocation);
		}
	}
}
// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	PlayerInputComponent->BindAction("Grow", IE_Pressed, this, &AMyPawn::StartGrowing);
	PlayerInputComponent->BindAction("Grow", IE_Released, this, &AMyPawn::StopGrowing);
	PlayerInputComponent->BindAxis("Move_x", this, &AMyPawn::Move_XAxis);
	PlayerInputComponent->BindAxis("Move_y", this, &AMyPawn::Move_YAxis);
}
void AMyPawn::Move_XAxis(float AxisValue)
{
	// 입력된 값을 제한
	CurrentVelocity.X = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}
void AMyPawn::Move_YAxis(float AxisValue)
{
	CurrentVelocity.Y = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}
void AMyPawn::StartGrowing()
{
	bGrowing = true;
}
void AMyPawn::StopGrowing()
{
	bGrowing = false;
}