It actually says that right here.
Hmm, I may have sent you the wrong file. I tried copying and pasting the code onto it. See if this works:
https://drive.google.com/file/d/1DZ6nY_68FonIO0gSGBp38O87COQARMKY/view?usp=sharing
Still empty.
Hmm, I’m not sure why it’s doing that. I’m sure I’m sending the right file. I’ve tried it in Dropbox instead. Don’t know if that’ll make a difference.
Still empty
You can download it and see for yourself. You’ve been working on the ShooterAssetPack project.
I see what you mean. Shall I package and send you the ShooterAssetPack project instead?
Yes.
Hello
So, when I was trying to package the other file to send to you, I accidentally deleted it, tried to get it back but was struggling so I decided to retrace my steps by restarting the project to see if it would work and it did. I am able to move and jump. I’m not sure why it wasn’t doing that before, although it could be that I was using the wrong file but it is working now. Thanks for all your help on that too, by the way.
I have run into another issue though. My Shooter Character doesn’t move with the camera and I’m not sure why. Any suggestions?
Also, the level that came with the project looks a little different compared to the video, not sure if that matters? (For example: the little passage in the video is nowhere to be seen in the level I got)
ShooteerCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ShooterCharacter.generated.h"
UCLASS()
class SIMPLESHOOTER_API AShooterCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AShooterCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent) override;
private:
void MoveForward(float AxisValue);
void MoveRight(float AxisValue);
void LookUpRate(float AxisValue);
void LookRightRate(float AxisValue);
UPROPERTY(EditAnywhere)
float RotationRate = 10;
};
ShooterCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "ShooterCharacter.h"
// Sets default values
AShooterCharacter::AShooterCharacter()
{
// 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;
}
// Called when the game starts or when spawned
void AShooterCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AShooterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AShooterCharacter::SetupPlayerInputComponent(UInputComponent *PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &AShooterCharacter::MoveForward);
PlayerInputComponent->BindAxis(TEXT("LookUp"), this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AShooterCharacter::MoveRight);
PlayerInputComponent->BindAxis(TEXT("LookRight"), this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis(TEXT("LookUpRate"), this, &AShooterCharacter::LookUpRate);
PlayerInputComponent->BindAxis(TEXT("LookRightRate"), this, &AShooterCharacter::LookRightRate);
PlayerInputComponent->BindAction(TEXT("Jump"), EInputEvent::IE_Pressed, this, &ACharacter::Jump);
}
void AShooterCharacter::MoveForward(float AxisValue)
{
AddMovementInput(GetActorForwardVector() * AxisValue);
}
void AShooterCharacter::MoveRight(float AxisValue)
{
AddMovementInput(GetActorRightVector() * AxisValue);
}
void AShooterCharacter::LookUpRate(float AxisValue)
{
AddControllerPitchInput(AxisValue * RotationRate * GetWorld()->GetDeltaSeconds());
}
void AShooterCharacter::LookRightRate(float AxisValue)
{
AddControllerYawInput(AxisValue * RotationRate * GetWorld()->GetDeltaSeconds());
}
// void AShooterCharacter::LookUp(float AxisValue)
// {
// AddControllerPitchInput(AxisValue);
// }
Your character doesn’t have a camera.
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