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Grabber.cpp
#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.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UGrabber::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("Grabber READY!!!"));
PhysicHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
if (!PhysicHandle)
{
UE_LOG(LogTemp, Warning, TEXT("PhysicHandle not connected to the object %s"), *(GetOwner()->GetName()))
}
AActor* Owner = GetOwner();
InputComponent = Owner->GetComponentByClass<UInputComponent>();
}
// Called every frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
/*UE_LOG(LogTemp, Warning, TEXT("ViewPoint position: %s, rotation: %s."), *PlayerViewPointLocation.ToString(), *PlayerViewPointRotation.ToString());
int a;*/
FVector LineTraceEnd = PlayerViewPointLocation + PlayerViewPointRotation.Vector() *reach;
DrawDebugLine(GetWorld(), PlayerViewPointLocation, LineTraceEnd, FColor(255, 0, 0), false, 0.f, 0.f, 10.f);
FCollisionQueryParams TraceParameters(FName(TEXT("")), false, GetOwner());
FHitResult hit;
GetWorld()->LineTraceSingleByObjectType(
OUT hit,
PlayerViewPointLocation,
LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParameters
);
AActor* ActorHit = hit.GetActor();
if (ActorHit)
{
UE_LOG(LogTemp, Warning, TEXT("Object: %s"), *(ActorHit->GetName()));
}
}
Grabber.h
#pragma once
#include "Engine.h"
#include "Components/ActorComponent.h"
#include "Components/InputComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.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();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
float reach = 100.f;
UPhysicsHandleComponent *PhysicHandle = nullptr;
UInputComponent *InputComponent = nullptr;
};