// Sets default values
AAntCharacter::AAntCharacter()
{
 	// 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;
	UCapsuleComponent* MyCapsule = CreateDefaultSubobject<UCapsuleComponent>(ACharacter::CapsuleComponentName);
	MyCapsule->InitCapsuleSize(34.0f, 50.0f);
	APhysicsVolume* CapsulePhysicsVolume;
	CapsulePhysicsVolume = MyCapsule->GetPhysicsVolume();
	//CapsulePhysicsVolume->SetPrePivot(FVector(0.0,0.0,0.0));
	MyCapsule->SetPhysicsVolume(CapsulePhysicsVolume, true);
	RootComponent = MyCapsule;
}
Beispiel #2
0
APlayerProxy::APlayerProxy() {
	bReplicates = true;

	// It seems that without a RootComponent, we can't place the Actual Character easily
	UCapsuleComponent* TouchCapsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("dummy"));
	TouchCapsule->InitCapsuleSize(1.0f, 1.0f);
	TouchCapsule->SetCollisionEnabled(ECollisionEnabled::NoCollision);
	TouchCapsule->SetCollisionResponseToAllChannels(ECR_Ignore);
	RootComponent = TouchCapsule;

	if (Role == ROLE_Authority)	{
		static ConstructorHelpers::FObjectFinder<UClass> PlayerPawnBPClass(TEXT("/Game/Blueprints/MyCharacter.MyCharacter_C"));
		CharacterClass = PlayerPawnBPClass.Object;
	}
}
Beispiel #3
0
AShooterPickup::AShooterPickup(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	UCapsuleComponent* CollisionComp = ObjectInitializer.CreateDefaultSubobject<UCapsuleComponent>(this, TEXT("CollisionComp"));
	CollisionComp->InitCapsuleSize(40.0f, 50.0f);
	CollisionComp->SetCollisionObjectType(COLLISION_PICKUP);
	CollisionComp->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
	CollisionComp->SetCollisionResponseToAllChannels(ECR_Ignore);
	CollisionComp->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
	RootComponent = CollisionComp;

	PickupPSC = ObjectInitializer.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("PickupFX"));
	PickupPSC->bAutoActivate = false;
	PickupPSC->bAutoDestroy = false;
	PickupPSC->AttachParent = RootComponent;

	RespawnTime = 10.0f;
	bIsActive = false;
	PickedUpBy = NULL;

	SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
	bReplicates = true;
}