Breadth First Search; considering use of diagonals for A*PF
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@@ -35,7 +35,7 @@ AAdventureCameraPawn::AAdventureCameraPawn()
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void AAdventureCameraPawn::BeginPlay()
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{
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Super::BeginPlay();
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ControllerRef = (AAdventurePlayerController*)UGameplayStatics::GetPlayerController(GetWorld(), 0);
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OwningPC = (AAdventurePlayerController*)UGameplayStatics::GetPlayerController(GetWorld(), 0); // for now
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// Viewport properties not accurate on BeginPlay (must wait before accessing)
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FTimerHandle UnusedHandle;
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@@ -85,7 +85,7 @@ void AAdventureCameraPawn::EdgeScrollSide(float AxisValue)
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{
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float mouseX;
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float mouseY;
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ControllerRef->GetMousePosition(mouseX, mouseY);
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OwningPC->GetMousePosition(mouseX, mouseY);
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float mousePosX = mouseX / ViewSize.X;
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float mousePosY = mouseY / ViewSize.Y;
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float VertAccelleration = GetInputAxisValue("Mouse Y") * (ScrollAccelleration * .75);
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@@ -133,7 +133,7 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
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{
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float mouseX;
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float mouseY;
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ControllerRef->GetMousePosition(mouseX, mouseY);
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OwningPC->GetMousePosition(mouseX, mouseY);
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float mousePosY = mouseY / ViewSize.Y;
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float mousePosX = mouseX / ViewSize.X;
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float SideAccelleration = GetInputAxisValue("Mouse X") * (ScrollAccelleration * .75);
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@@ -182,7 +182,7 @@ void AAdventureCameraPawn::FollowAdvPawn()
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{
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UE_LOG(LogTemp, Warning, TEXT("following..."));
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AdvPawnLocationCurrent = AdvPawnRef->GetActorLocation();
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AdvPawnLocationCurrent = FollowPawn->GetActorLocation();
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AdvPawnLocationDelta = AdvPawnLocationCurrent - AdvPawnLocationPrevious;
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UE_LOG(LogTemp, Warning, TEXT("%s"), *AdvPawnLocationDelta.ToString());
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