Hi there. I did a small experiment with the dash system. I already managed to made the dash system code in the FirstShooterCharacter.cpp and the header file. It works fine but I want to make our character only dash when they are moving. Here is my FirstShooterCharacter.cpp and the header file. Any helps will be fully appreciated. Cheers.
FirstShooterCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "FirstPersonShooterCharacter.generated.h"
class UInputComponent;
class USkeletalMeshComponent;
class USceneComponent;
class UCameraComponent;
class UMotionControllerComponent;
class UAnimMontage;
class USoundBase;
UCLASS(config=Game)
class AFirstPersonShooterCharacter : public ACharacter
{
GENERATED_BODY()
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
USkeletalMeshComponent* Mesh1P;
/** Gun mesh: 1st person view (seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
USkeletalMeshComponent* FP_Gun;
/** Location on gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
USceneComponent* FP_MuzzleLocation;
/** Gun mesh: VR view (attached to the VR controller directly, no arm, just the actual gun) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
USkeletalMeshComponent* VR_Gun;
/** Location on VR gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
USceneComponent* VR_MuzzleLocation;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FirstPersonCameraComponent;
/** Motion controller (right hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UMotionControllerComponent* R_MotionController;
/** Motion controller (left hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
UMotionControllerComponent* L_MotionController;
public:
AFirstPersonShooterCharacter();
protected:
virtual void BeginPlay();
void Dashing();
public:
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
/** Gun muzzle's offset from the characters location */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
FVector GunOffset;
/** Projectile class to spawn */
UPROPERTY(EditDefaultsOnly, Category=Projectile)
TSubclassOf<class AFirstPersonShooterProjectile> ProjectileClass;
/** Sound to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
USoundBase* FireSound;
/** AnimMontage to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
UAnimMontage* FireAnimation;
/** Whether to use motion controller location for aiming. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
uint8 bUsingMotionControllers : 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
float DashSpeed = 600;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
float DashDistance = 6000;
protected:
/** Fires a projectile. */
void OnFire();
/** Resets HMD orientation and position in VR. */
void OnResetVR();
/** Handles moving forward/backward */
void MoveForward(float Val);
/** Handles stafing movement, left and right */
void MoveRight(float Val);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
struct TouchData
{
TouchData() { bIsPressed = false;Location=FVector::ZeroVector;}
bool bIsPressed;
ETouchIndex::Type FingerIndex;
FVector Location;
bool bMoved;
};
void BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location);
TouchData TouchItem;
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
/*
* Configures input for touchscreen devices if there is a valid touch interface for doing so
*
* @param InputComponent The input component pointer to bind controls to
* @returns true if touch controls were enabled.
*/
bool EnableTouchscreenMovement(UInputComponent* InputComponent);
public:
/** Returns Mesh1P subobject **/
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
/** Returns FirstPersonCameraComponent subobject **/
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
};
FirstShooterCharacter.cpp
#include "FirstPersonShooterCharacter.h"
#include "FirstPersonShooterProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/InputSettings.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "MotionControllerComponent.h"
#include "XRMotionControllerBase.h" // for FXRMotionControllerBase::RightHandSourceId
DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All);
//////////////////////////////////////////////////////////////////////////
// AFirstPersonShooterCharacter
AFirstPersonShooterCharacter::AFirstPersonShooterCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->SetRelativeLocation(FVector(-39.56f, 1.75f, 64.f)); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->SetRelativeRotation(FRotator(1.9f, -19.19f, 5.2f));
Mesh1P->SetRelativeLocation(FVector(-0.5f, -4.4f, -155.7f));
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(false); // otherwise won't be visible in the multiplayer
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun
// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.
// Create VR Controllers.
R_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("R_MotionController"));
R_MotionController->MotionSource = FXRMotionControllerBase::RightHandSourceId;
R_MotionController->SetupAttachment(RootComponent);
L_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("L_MotionController"));
L_MotionController->SetupAttachment(RootComponent);
// Create a gun and attach it to the right-hand VR controller.
// Create a gun mesh component
VR_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("VR_Gun"));
VR_Gun->SetOnlyOwnerSee(false); // otherwise won't be visible in the multiplayer
VR_Gun->bCastDynamicShadow = false;
VR_Gun->CastShadow = false;
VR_Gun->SetupAttachment(R_MotionController);
VR_Gun->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
VR_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("VR_MuzzleLocation"));
VR_MuzzleLocation->SetupAttachment(VR_Gun);
VR_MuzzleLocation->SetRelativeLocation(FVector(0.000004, 53.999992, 10.000000));
VR_MuzzleLocation->SetRelativeRotation(FRotator(0.0f, 90.0f, 0.0f)); // Counteract the rotation of the VR gun model.
// Uncomment the following line to turn motion controllers on by default:
//bUsingMotionControllers = true;
}
void AFirstPersonShooterCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
// Show or hide the two versions of the gun based on whether or not we're using motion controllers.
if (bUsingMotionControllers)
{
VR_Gun->SetHiddenInGame(false, true);
Mesh1P->SetHiddenInGame(true, true);
}
else
{
VR_Gun->SetHiddenInGame(true, true);
Mesh1P->SetHiddenInGame(false, true);
}
}
//////////////////////////////////////////////////////////////////////////
// Input
void AFirstPersonShooterCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
// Bind jump events
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Bind dash event
PlayerInputComponent->BindAction("Dash", IE_Pressed, this, &AFirstPersonShooterCharacter::Dashing);
// Bind fire event
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AFirstPersonShooterCharacter::OnFire);
// Enable touchscreen input
EnableTouchscreenMovement(PlayerInputComponent);
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AFirstPersonShooterCharacter::OnResetVR);
// Bind movement events
PlayerInputComponent->BindAxis("MoveForward", this, &AFirstPersonShooterCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AFirstPersonShooterCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AFirstPersonShooterCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AFirstPersonShooterCharacter::LookUpAtRate);
}
void AFirstPersonShooterCharacter::Dashing()
{
const FVector ForwardDirection = this->GetActorRotation().Vector();
LaunchCharacter(ForwardDirection * DashDistance * DashSpeed, true, true);
}
void AFirstPersonShooterCharacter::OnFire()
{
// try and fire a projectile
if (ProjectileClass != nullptr)
{
UWorld* const World = GetWorld();
if (World != nullptr)
{
if (bUsingMotionControllers)
{
const FRotator SpawnRotation = VR_MuzzleLocation->GetComponentRotation();
const FVector SpawnLocation = VR_MuzzleLocation->GetComponentLocation();
World->SpawnActor<AFirstPersonShooterProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
}
else
{
const FRotator SpawnRotation = GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset);
//Set Spawn Collision Handling Override
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
// spawn the projectile at the muzzle
World->SpawnActor<AFirstPersonShooterProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
}
}
}
// try and play the sound if specified
if (FireSound != nullptr)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != nullptr)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != nullptr)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
void AFirstPersonShooterCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AFirstPersonShooterCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == true)
{
return;
}
if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false))
{
OnFire();
}
TouchItem.bIsPressed = true;
TouchItem.FingerIndex = FingerIndex;
TouchItem.Location = Location;
TouchItem.bMoved = false;
}
void AFirstPersonShooterCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == false)
{
return;
}
TouchItem.bIsPressed = false;
}
//Commenting this section out to be consistent with FPS BP template.
//This allows the user to turn without using the right virtual joystick
//void AFirstPersonShooterCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
//{
// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
// {
// if (TouchItem.bIsPressed)
// {
// if (GetWorld() != nullptr)
// {
// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
// if (ViewportClient != nullptr)
// {
// FVector MoveDelta = Location - TouchItem.Location;
// FVector2D ScreenSize;
// ViewportClient->GetViewportSize(ScreenSize);
// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.X * BaseTurnRate;
// AddControllerYawInput(Value);
// }
// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.Y * BaseTurnRate;
// AddControllerPitchInput(Value);
// }
// TouchItem.Location = Location;
// }
// TouchItem.Location = Location;
// }
// }
// }
//}
void AFirstPersonShooterCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorForwardVector(), Value);
}
}
void AFirstPersonShooterCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorRightVector(), Value);
}
}
void AFirstPersonShooterCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AFirstPersonShooterCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
bool AFirstPersonShooterCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent)
{
if (FPlatformMisc::SupportsTouchInput() || GetDefault<UInputSettings>()->bUseMouseForTouch)
{
PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AFirstPersonShooterCharacter::BeginTouch);
PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &AFirstPersonShooterCharacter::EndTouch);
//Commenting this out to be more consistent with FPS BP template.
//PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &AFirstPersonShooterCharacter::TouchUpdate);
return true;
}
return false;
}