void AVehiclePawn::OnHandbrakeReleased() { bHandbrakeActive = false; UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent(); if (VehicleMovement != NULL) { GetVehicleMovementComponent()->SetHandbrakeInput(false); } }
void ABaseVehicleAI::UpdateMovement() { float steering = CalculateSteering(); float throttle = CalculateThrottle(); GetVehicleMovementComponent()->SetSteeringInput(steering); GetVehicleMovementComponent()->SetThrottleInput(throttle); if(GetDistanceFromDestination() < 250) { GetVehicleMovementComponent()->SetHandbrakeInput(true); State = EVehicleMovementState::VMS_Stopping; OnMoveCompleted.Broadcast(); State = EVehicleMovementState::VMS_Idle; UKismetSystemLibrary::K2_SetTimer(this, "UpdateMovement", 0.0, false); } else { State = EVehicleMovementState::VMS_Moving; } }
void AVehiclePawn::OnHandbrakePressed() { AVehiclePlayerController *VehicleController = Cast<AVehiclePlayerController>(GetController()); UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent(); if (VehicleMovement != NULL) { VehicleMovement->SetHandbrakeInput(true); } }
void ABaseVehicleAI::MoveToLocation(FVector location, bool isRollingStop) { RollingStop = isRollingStop; Destination = location; Distance = GetDistanceFromDestination(); Started = this->GetWorld()->GetTimeSeconds(); GetVehicleMovementComponent()->SetHandbrakeInput(false); UKismetSystemLibrary::K2_SetTimer(this, "UpdateMovement", .03, true); }
void AVehiclePawn::MoveRight(float Val) { AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController()); UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent(); if (VehicleMovement == NULL || (MyPC && MyPC->IsHandbrakeForced())) { return; } VehicleMovement->SetSteeringInput(Val); }
void AWheeledVehicle::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) { static FName NAME_Vehicle = FName(TEXT("Vehicle")); Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos); #if WITH_VEHICLE if (DebugDisplay.IsDisplayOn(NAME_Vehicle)) { GetVehicleMovementComponent()->DrawDebug(Canvas, YL, YPos); } #endif }
void AUnsealed4x4Pawn::OnHandbrakeReleased() { GetVehicleMovementComponent()->SetHandbrakeInput(false); }
void AUnsealed4x4Pawn::OnHandbrakePressed() { GetVehicleMovementComponent()->SetHandbrakeInput(true); }
void AUnsealed4x4Pawn::MoveRight(float Val) { GetVehicleMovementComponent()->SetSteeringInput(Val); }
void AUnsealed4x4Pawn::MoveForward(float Val) { GetVehicleMovementComponent()->SetThrottleInput(Val); }
void ARacerPawn::OnHandbrakeReleased() { GetVehicleMovementComponent()->SetHandbrakeInput(false); }
void ARacerPawn::OnHandbrakePressed() { GetVehicleMovementComponent()->SetHandbrakeInput(true); }
void ARacerPawn::MoveRight(float Val) { GetVehicleMovementComponent()->SetSteeringInput(Val); }
void ARacerPawn::MoveForward(float Val) { GetVehicleMovementComponent()->SetThrottleInput(Val); }