Jump for Joy!

Nailed it on the first try!
Using Unreal E4 V. 4.21

Header Files;

#include "Grabber.h"
#include "GameFramework/Actor.h"
#include "Runtime/Core/Public/Math/Vector.h"
#include "Runtime/Core/Public/Math/Rotator.h"
#include "GameFramework/Controller.h"
#include "GameFramework/PlayerController.h"
#include "Engine/World.h"
#include "Runtime/Engine/Public/DrawDebugHelpers.h"
#include "Runtime/Engine/Public/CollisionQueryParams.h"
#include "Runtime/Engine/Classes/Engine/EngineTypes.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsHandleComponent.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"

Header File’s Header Files lol;

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsHandleComponent.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
#include "Grabber.generated.h"

escaperoom005

	InputComp = GetOwner()->FindComponentByClass<UInputComponent>();
	if (InputComp) 
	{
	//makes sure actor has input component attached. helps prevent potential UNREAL crashing
		UE_LOG(LogTemp, Warning, TEXT("Object ''%s'' Input Component found."), *GetOwner()->GetName());
		InputComp->BindAction("PlayerGrab", IE_Pressed, this, &UGrabber::PlayerGrab);
		InputComp->BindAction("PlayerGrab", IE_Released, this, &UGrabber::PlayerRelease);

	}
	else 
	{
		UE_LOG(LogTemp, Error, TEXT("Object ''%s'' does not have an Input Component."), *GetOwner()->GetName());
	}
}

void UGrabber::PlayerGrab()
{
	UE_LOG(LogTemp, Warning, TEXT("Grab Pressed"));
}

void UGrabber::PlayerRelease() 
{
	UE_LOG(LogTemp, Warning, TEXT("Grab Released"));
}

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