// 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; }
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; } }
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; }