I'm wondering if this blueprint can be translated in C++

I’m new UE and C++ , due to limited knowledge I couldn’t do it myself ,and hoping help from some experienced person to help me rebranding this problem.


In this video below can explain ,How this blueprint works.
Touch Screren camera Control

What difficulty are you having? The InputTouch specifically, just create 2 functions and use BindTouch in SetupPlayerInputComponent

PlayerInputComponent->BindTouch(IE_Pressed, this, &AMyCharacter::Func1);
PlayerInputComponent->BindTouch(IE_Released, this, &AMyCharacter::Func1);
// Moved
PlayerInputComponent->BindTouch(IE_Repeat, this, &AMyCharacter::Func2);

Hii DanM,
thanks for replay
i have kinda done this way but not know to processed afterward please guide me.

void OnTouchBegain(ETouchIndex::Type TouchType, FVector NewTouchLocation);

void OnTouchEnd(ETouchIndex::Type TouchType, FVector NewTouchLocation);

FVector2D PrevTouchLocation;

bool IsTouching;

-------------------------.cpp

PrevTouchLocation = FVector2D::ZeroVector;

IsTouching = false;

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)

{

Super::SetupPlayerInputComponent(PlayerInputComponent);



check(PlayerInputComponent);	

PlayerInputComponent->BindTouch(EInputEvent::IE\_Pressed, this, &AMyCharacter::OnTouchBegain);

PlayerInputComponent->BindTouch(EInputEvent::IE\_Released, this, &AMyCharacter::OnTouchEnd);
}

void AMyCharacter::Tick(float DeltaTime)

{

Super::Tick(DeltaTime);



/\*TouchUpdate();\*/

APlayerController\* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);

if (PlayerController == nullptr) return;

FVector2D CurrentTouchLocation;

PlayerController->GetInputTouchState(ETouchIndex::Touch1, CurrentTouchLocation.X, CurrentTouchLocation.Y, IsTouching);

if (!IsTouching)

{

	SetActorTickEnabled(false);

	return;

}

}

void AMyCharacter::OnTouchBegain(ETouchIndex::Type TouchType, FVector NewTouchLocation)

{

APlayerController\* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);

if (PlayerController == nullptr) return;

PlayerController->GetInputTouchState(ETouchIndex::Touch1, PrevTouchLocation.X, PrevTouchLocation.Y, IsTouching);

SetActorTickEnabled(true);
}

void AMyCharacter::OnTouchEnd(ETouchIndex::Type TouchType, FVector NewTouchLocation)

{

SetActorTickEnabled(false);
}

Well your screenshot should translate to the following (excuse the terrible naming)

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	InputComponent->BindTouch(IE_Pressed, this, &AMyCharacter::PressedAndReleased);
	InputComponent->BindTouch(IE_Released, this, &AMyCharacter::PressedAndReleased);
	InputComponent->BindTouch(IE_Repeat, this, &AMyCharacter::CustomEvent);
}

void AMyCharacter::PressedAndReleased(ETouchIndex::Type, FVector Vec)
{
	PrevTouchLocation = FVector2D(Vec.X, Vec.Y);
}

void AMyCharacter::CustomEvent(ETouchIndex::Type, FVector Vec)
{
	const FVector2D Loc = FVector2D(Vec.X, Vec.Y);
	const FVector2D Delta = (Loc - Location) / 5.0;
	AddControllerYawInput(Delta.X);
	AddControllerPitchInput(Delta.Y);
	PrevTouchLocation= Loc;
}
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Love you teach and thank you for teaching me the right way .

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