// Sets default values ACollidingPawn::ACollidingPawn() { // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; // Tutorial code // Our root component will be a sphere that reats to Physics USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent")); RootComponent = SphereComponent; SphereComponent->InitSphereRadius(40.0f); SphereComponent->SetCollisionProfileName(TEXT("Pawn")); // Creating and correctly Positioning the Mesh component so that it fits the sphere collision UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation")); SphereVisual->AttachTo(RootComponent); static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere")); if (SphereVisualAsset.Succeeded()) { SphereVisual->SetStaticMesh(SphereVisualAsset.Object); SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f,-40.0f)); SphereVisual->SetWorldScale3D(FVector(0.8f)); } // Particle system Creation, Positioning (Offset) OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles")); OurParticleSystem->AttachTo(SphereVisual); OurParticleSystem->bAutoActivate = false; OurParticleSystem->SetRelativeLocation(FVector(-20.0f,0.0f,0.0f)); static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire")); if (ParticleAsset.Succeeded()) { OurParticleSystem->SetTemplate(ParticleAsset.Object); } // SpringArm creation for a smooth and fast Camera Experience ( We could have just avoided this springArm ) but for the sake of smoothness USpringArmComponent* SpringArm = CreateAbstractDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm")); SpringArm->AttachTo(RootComponent); SpringArm->RelativeRotation = FRotator(-45.0f,0.0f,0.0f); SpringArm->TargetArmLength = 400.0f; SpringArm->bEnableCameraLag = true; SpringArm->CameraLagSpeed = 3.0f; // Easy to create the Camera component and attach it to the built in Socket at the end of springArm UCameraComponent* ActualCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera")); ActualCamera->AttachTo(SpringArm, USpringArmComponent::SocketName); // Take control of the default player AutoPossessPlayer = EAutoReceiveInput::Player0; // creating an instance of our movement component, and telling it to update the root. OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent")); OurMovementComponent->UpdatedComponent = RootComponent; }
// Sets default values APawnCharacter::APawnCharacter() { // Stats moveSpeed = 300.0f; dodgeSpeed = 800.0f; // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; // Our root component will be a sphere that reacts to physics USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent")); RootComponent = SphereComponent; SphereComponent->InitSphereRadius(40.0f); SphereComponent->SetCollisionProfileName(TEXT("Pawn")); // Create and position a mesh component so we can see where our sphere is UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation")); SphereVisual->AttachTo(RootComponent); static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere")); if (SphereVisualAsset.Succeeded()) { SphereVisual->SetStaticMesh(SphereVisualAsset.Object); SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f)); SphereVisual->SetWorldScale3D(FVector(0.8f)); } // Use a spring arm to give the camera smooth, natural-feeling motion. USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm")); SpringArm->AttachTo(RootComponent); SpringArm->RelativeRotation = FRotator(-75.f, 0.f, 0.f); SpringArm->TargetArmLength = 800.0f; SpringArm->bEnableCameraLag = true; SpringArm->CameraLagSpeed = 5.0f; // Create a camera and attach to our spring arm UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera")); Camera->AttachTo(SpringArm, USpringArmComponent::SocketName); // Take control of the default player AutoPossessPlayer = EAutoReceiveInput::Player0; // Create an instance of our movement component, and tell it to update the root. OurMovementComponent = CreateDefaultSubobject<UPawnCharacterMovementComponent>(TEXT("CustomMovementComponent")); OurMovementComponent->UpdatedComponent = RootComponent; OurMovementComponent->setMoveSpeed(moveSpeed); }