AActor* USCarryObjectComponent::GetActorInView() { APawn* PawnOwner = Cast<APawn>(GetOwner()); AController* Controller = PawnOwner->Controller; if (Controller == nullptr) { return nullptr; } FVector CamLoc; FRotator CamRot; Controller->GetPlayerViewPoint(CamLoc, CamRot); const FVector TraceStart = CamLoc; const FVector Direction = CamRot.Vector(); const FVector TraceEnd = TraceStart + (Direction * MaxPickupDistance); FCollisionQueryParams TraceParams(TEXT("TraceActor"), true, PawnOwner); TraceParams.bTraceAsyncScene = true; TraceParams.bReturnPhysicalMaterial = false; TraceParams.bTraceComplex = false; FHitResult Hit(ForceInit); GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Visibility, TraceParams); /* Check to see if we hit a staticmesh component that has physics simulation enabled */ UStaticMeshComponent* MeshComp = Cast<UStaticMeshComponent>(Hit.GetComponent()); if (MeshComp && MeshComp->IsSimulatingPhysics()) { return Hit.GetActor(); } return nullptr; }
AActor* USCarryObjectComponent::GetActorInView() { APawn* PawnOwner = Cast<APawn>(GetOwner()); AController* Controller = PawnOwner->Controller; if (Controller == nullptr) { return nullptr; } FVector CamLoc; FRotator CamRot; Controller->GetPlayerViewPoint(CamLoc, CamRot); const FVector TraceStart = CamLoc; const FVector Direction = CamRot.Vector(); const FVector TraceEnd = TraceStart + (Direction * MaxPickupDistance); FCollisionQueryParams TraceParams(TEXT("TraceActor"), true, PawnOwner); TraceParams.bTraceAsyncScene = true; TraceParams.bReturnPhysicalMaterial = false; TraceParams.bTraceComplex = false; FHitResult Hit(ForceInit); GetWorld()->LineTraceSingle(Hit, TraceStart, TraceEnd, ECC_Visibility, TraceParams); //DrawDebugLine(GetWorld(), TraceStart, TraceEnd, FColor::Red, false, 1.0f); return Hit.GetActor(); }