Since our ShooterCharacter inherits from the ACharacter class, Rider just straight up suggested “Jump” right away from the class we’re creating when setting up binds. So wouldn’t it be better to bind to our inherited Jump function, especially in case we later decide to override it and add more functionality? Or does it matter?
PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &AShooterCharacter::Jump);
instead of
PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ACharacter::Jump);