Here is my character code:
AMyHero::AMyHero()
{
GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);
TotalHealth = 100.0f;
AttackRange = 25.0f;
jumppingVelocity = 600.3f;
BaseTurnRate = 45.0f;
BaseLookUpRate = 45.0f;
bUseControllerRotationPitch = false;
bUseControllerRotationRoll = false;
bUseControllerRotationYaw = false;
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.f, 0.0f);
GetCharacterMovement()->JumpZVelocity = jumppingVelocity;
GetCharacterMovement()->AirControl = 0.2f;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>("CameraBoom");
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 300.f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>("FollowCamera");
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
EffectSprite = CreateDefaultSubobject<UPaperSpriteComponent>("jj");
}
And my .h file:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Effects, meta = (AllowPrivateAccess = "true"))
class UPaperSpriteComponent* EffectSprite;