Hello, I tried and tried, my door will not open no matter what I do when I step on the pressure plate. Here is my code
Hi, Im having your same problem, 3H now trying to resolve it, but nothing!
@sampattuzzi Could you help us?
This is my code files
OpenDoor.cpp
#include "OpenDoor.h"
#include "Engine/World.h"
// Called when the game starts
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// 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.
}
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();
PrimaryComponentTick.bCanEverTick = true;
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();
FString ObjectName = GetOwner()->GetName();
UE_LOG(LogTemp, Warning, TEXT("I am %s"), *ObjectName);
}
void UOpenDoor::OpenDoor()
{
// Find the owning Actor
AActor* Owner = GetOwner();
// Create a rotator
FRotator NewRotation = FRotator(0.f, 0.f, 0.f);
// Set the door rotation
Owner->SetActorRotation(NewRotation);
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Poll the trigger volume
// If the ActorThatOpens is in the volume
if (PressurePlate->IsOverlappingActor(ActorThatOpens))
{
OpenDoor();
}
}
OpenDoor.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/TriggerVolume.h"
#include "OpenDoor.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ESCAPEROOM_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
void OpenDoor();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(VisibleAnywhere)
float OpenAngle = 90.0f;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;
UPROPERTY(EditAnywhere)
AActor* ActorThatOpens; // Remember pawn inherits from actor
};
Could be many things but my guess is there’s an issue with the setup of the trigger volumes. Could you screenshot the relevant settings you changed?