hi
here is my code using GetTimeSeconds() . My values are slightly different i used FInterpret instead of Lerp, . I also used UPROPERTY() for DoorCloseDelay so i can adjust thru ediitor. It is fun too play so i dont have compile everytime.
I also on ScreenMessages and also made custom UE_LOG() . Here are parts of my code and a screen shot showing Screen Message which displays only when door is closed . it also shows which player is in the TriggerVolume .
Here is my partial Header file ;
float DoorLastOpened{0.0f};
UPROPERTY(EditAnyWhere)
float DoorCloseDelay=2.0f;
};
Here is cpp file ; (including Macros that can be used to print screen messages ;
#define printALT(text, ...) if(GEngine) GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Green, FString::Printf(text, __VA_ARGS__))
#define print(text) if(GEngine) GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::White, text)
#define printT(text, ...) if(GEngine) GEngine->AddOnScreenDebugMessage(-1, DeltaTime, FColor::Orange, FString::Printf(text, __VA_ARGS__))
#include "OpenDoor.h"
#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/Actor.h"
#include "Building_Escape.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();
InitialYaw = GetOwner()->GetActorRotation().Yaw;
CurrentYaw = InitialYaw;
TargetYaw += InitialYaw;
if (!PressurePlate)
{
UE_LOG(LogBuildng_Escape, Error, TEXT("PressurePlate Pointer Not Initialized: %s"), *GetOwner()->GetName());
}
ActorThatOpens=GetWorld()->GetFirstPlayerController()->GetPawn();
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (PressurePlate && PressurePlate->IsOverlappingActor(ActorThatOpens))
{
OpenDoor(DeltaTime);
DoorLastOpened= GetWorld()->GetTimeSeconds();
}
else
{
if (GetWorld()->GetTimeSeconds() - DoorLastOpened > DoorCloseDelay)
{
CloseDoor(DeltaTime);
}
}
}
void UOpenDoor::OpenDoor(float DeltaTime)
{
// Logging
//UE_LOG(LogBuildng_Escape, Warning, TEXT("Door Yaw is %0.2f"), GetOwner()->GetActorRotation().Yaw);
FRotator DoorRotation = GetOwner()->GetActorRotation();
CurrentYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 4.0f);
DoorRotation.Yaw = CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
// Screen Message Update for Door Yaw & Actor Opens the Door
if(GEngine) GEngine->AddOnScreenDebugMessage(-1, DeltaTime, FColor::Orange, FString::Printf(TEXT("Current Yaw: %0.2f"), CurrentYaw));
if (GEngine && ActorThatOpens)
GEngine->AddOnScreenDebugMessage(-1, DeltaTime, FColor::Green, FString::Printf(TEXT("Actor Opens Door: %s"), *ActorThatOpens->GetName()));
}
void UOpenDoor::CloseDoor(float DeltaTime)
{
FRotator DoorRotation = GetOwner()->GetActorRotation();
CurrentYaw = FMath::FInterpTo(CurrentYaw, InitialYaw, DeltaTime, 10.0f);
DoorRotation.Yaw = CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
}
Here is my custom UE_LOG in Building_Escape.h file; (partial) . You need to declare as extern in the header file and also DEFINE it in Building_Escape.cpp file
DECLARE_LOG_CATEGORY_EXTERN(LogBuildng_Escape, Log, All);
Here is Building_Escape.cpp file (partial);
DEFINE_LOG_CATEGORY(LogBuildng_Escape);
Here is the screen shot showing the Actor (Default Pawn in the Trigger Volume) The screen message disappears when you get out of the Trigger Volume ;