Hi, my unreal engine is crashing after following the lecture physics handle in the building escape game.
Here’s the crash error:
I think that the main cause of the problem is as follows:
Because whenever I comment out these lines marked in red rectangle my engine doesn’t crash.
Here’s “GrabbeClass.cpp” code file:
// Developer: Muneeb Muzammal(H00387067)
#include "GrabberClass.h"
#include "DrawDebugHelpers.h" //Headerfile to draw a line from player
#include "Engine/World.h"
#include "GameFramework/PlayerController.h" //Headerfile to control player's view point
#define OUT
// Sets default values for this component's properties
UGrabberClass::UGrabberClass()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UGrabberClass::BeginPlay()
{
Super::BeginPlay();
FindPhysicsHandle();
InputComponentSetup();
}
void UGrabberClass::InputComponentSetup()
{
inputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (inputComponent)
{
inputComponent->BindAction("Grab", IE_Pressed, this, &UGrabberClass::Grab); //When press the grab key set out in engine this will refer to grab function
inputComponent->BindAction("Grab", IE_Released, this, &UGrabberClass::Release);
}
}
//Check for physics handle component
void UGrabberClass::FindPhysicsHandle()
{
physicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>(); //Because Getowner is common in physicsHandle and in grabber
if (physicsHandle)
{
}
else
{
UE_LOG(LogTemp, Error, TEXT("No physics handle component find on %s!"), *GetOwner()->GetName());
}
}
void UGrabberClass::Grab()
{
UE_LOG(LogTemp, Warning, TEXT("Grabber pressed!"));
FVector playerViewPointLocation;
FRotator playerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT playerViewPointLocation,
OUT playerViewPointRotation
);
FVector LineTraceEnd = playerViewPointLocation + playerViewPointRotation.Vector() * playerReach;
FHitResult HitResult = GetFirstPhysicsBodyInReach();
UPrimitiveComponent* ComponentToGrab = HitResult.GetComponent(); //UPrimitive Component
// Attach the physics handel if we hit something
if (HitResult.GetActor())
{
//TODO attach physics handle
physicsHandle->GrabComponentAtLocation
(
ComponentToGrab,
NAME_None,
LineTraceEnd
);
}
}
void UGrabberClass::Release()
{
UE_LOG(LogTemp, Warning, TEXT("Grabber released!"));
//TODO Release physics handle
}
// Called every frame
void UGrabberClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Get Player's view point
FVector playerViewPointLocation;
FRotator playerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT playerViewPointLocation,
OUT playerViewPointRotation
);
FVector LineTraceEnd = playerViewPointLocation + playerViewPointRotation.Vector() * playerReach;
//If physics handle is attached
if (physicsHandle->GrabbedComponent)
{
//Move abject we are holding
physicsHandle->SetTargetLocation(LineTraceEnd);
}
}
FHitResult UGrabberClass::GetFirstPhysicsBodyInReach() const
{
// Get Player's view point
FVector playerViewPointLocation;
FRotator playerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT playerViewPointLocation,
OUT playerViewPointRotation
);
FVector LineTraceEnd = playerViewPointLocation + playerViewPointRotation.Vector() * playerReach;
FHitResult Hit;
// Ray-cast out to a certain distance (Reach)
FCollisionQueryParams TraceParams(FName(TEXT("")), false, GetOwner());
GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
playerViewPointLocation,
LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParams
);
AActor* actorHit = Hit.GetActor();
if (actorHit)
{
UE_LOG(LogTemp, Warning, TEXT("LineTrace is hit: %s"), *(actorHit->GetName()))
}
return Hit;
}
And here’s “GrabberClass.h” code file:
// Developer: Muneeb Muzammal(H00387067)
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "GrabberClass.generated.h"
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class ESCAPE_API UGrabberClass : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UGrabberClass();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
protected:
// Called when the game starts
virtual void BeginPlay() override;
private:
float playerReach = 100.0f;
UPhysicsHandleComponent* physicsHandle = nullptr;
UInputComponent* inputComponent = nullptr;
void Grab();
void Release();
void FindPhysicsHandle();
void InputComponentSetup();
//Return the first actor within reach with physics body
FHitResult GetFirstPhysicsBodyInReach() const;
};
Thank you.