After adding the code in this video the pressure plate is messed up. It opens the doors without me even moving over it. Here’s my code.
OpenDoor.h
#pragma once
#include "Components/ActorComponent.h"
#include "OpenDoor.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_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();
void CloseDoor();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(EditAnywhere)
float OpenAngle = -60.0f;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;
UPROPERTY(EditAnywhere)
float DoorCloseDelay = 1.f;
float LastDoorOpenTime;
AActor* ActorThatOpens; // Remember pawn inherits from actor
AActor* Owner; // The owning door
};
OpenDoor.cpp
#include "BuildingEscape.h"
#include "OpenDoor.h"
// 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.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();
Owner = GetOwner();
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();
}
void UOpenDoor::OpenDoor()
{
Owner->SetActorRotation(FRotator(0.0f, OpenAngle, 0.0f));
}
void UOpenDoor::CloseDoor()
{
Owner->SetActorRotation(FRotator(0.0f, OpenAngle, 0.0f));
}
// 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();
LastDoorOpenTime = GetWorld()->GetTimeSeconds();
}
// check if it's time to close the door
if (GetWorld()->GetTimeSeconds() - LastDoorOpenTime > DoorCloseDelay)
{
CloseDoor();
}
}