I’ve done something wrong and I’m not sure. I tried this lesson and get a plethora of errors. Attached is my code for the Grabber.h and cpp files
I’m not even sure where I messed up, but I’m hopeful someone will help me.
// Fill out your copyright notice in the Description page of Project Settings.
#include “BuildingEscape.h”
#include “Grabber.h”
#define OUT
// Sets default values for this component’s properties
UGrabber::UGrabber()
{
// 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.
bWantsBeginPlay = true;
PrimaryComponentTick.bCanEverTick = true;
}
/// Called when the game starts
void UGrabber::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("Grabber reporting for duty!"));
//look for attached physics handle
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
if (PhysicsHandle)
{
//is found
}
else
{
UE_LOG(Log_Temp, Error, TEXT("%s missing physics handle component"), *GetOwner()->GetName())
}
//look for attached input component (only appears at runtime)
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent)
{
UE_LOG(LogTemp, Warning, TEXT("Input component found"))
InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
}
else
{
UE_LOG(Log_Temp, Error, TEXT("%s missing input component"), *GetOwner()->GetName())
}
}
void UGrabber::Grab()
{
UE_LOG(LogTemp, Warning, TEXT("Grab pressed"))
}
}
/// Called every frame
void UGrabber::TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction )
{
Super::TickComponent( DeltaTime, TickType, ThisTickFunction );
/// Get player view point
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint( OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
FVector LineTraceEnd = PlayerViewPointLocation + (PlayerViewPointRotation.Vector() * Reach);
DrawDebugLine(
GetWorld(),
PlayerViewPointLocation,
LineTraceEnd,
FColor(255, 0, 0),
false,
0.f,
0.f,
10.f
);
///set up query paramaters
FCollisionQueryParams TraceParameters(FName(TEXT(" ")), false, GetOwner());
///ray-cast out to reach distance (Private variable to store reach)
FHitResult Hit;
GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
PlayerViewPointLocation,
LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParameters
);
///GetHit
AActor* ActorHit = Hit.GetActor();
if (ActorHit)
{
UE_LOG(LogTemp, Warning, TEXT("Line Trace Hit: %s"), *(ActorHit->GetName()))
}
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “Components/ActorComponent.h”
#include “Grabber.generated.h”
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UGrabber : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component’s properties
UGrabber();
// Called when the game starts
virtual void BeginPlay() override;
// Called every frame
virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
private:
//Reaching Range For Player
float Reach = 100.f;
UPhysicsHandleComponent* PhysicsHandle = nullptr;
UInputComponent* InputComponent = nullptr;
// Ray-cast and grab what's in reach
void Grab();
};