Hi. I’m using Unreal 4.20 and this is my output log:
and this is my code:
#include "Kismet/GameplayStatics.h"
#include "TankAimingComponent.h"
// Sets default values for this component's properties
UTankAimingComponent::UTankAimingComponent()
{
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UTankAimingComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UTankAimingComponent::TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
void UTankAimingComponent::AimAt(FVector TargetLocation, float LaunchSpeed) {
if (!Barrel) { return; }
FVector TossVelocity;
bool bHaveAimSolution = UGameplayStatics::SuggestProjectileVelocity
(
this,
TossVelocity,
Barrel->GetSocketLocation(FName("Projectile")),
TargetLocation,
LaunchSpeed,
ESuggestProjVelocityTraceOption::DoNotTrace
);
if (bHaveAimSolution) {
auto AimDirection = TossVelocity.GetSafeNormal();
MoveBarrel(AimDirection);
}
}
void UTankAimingComponent::MoveBarrel(FVector AimDirection) {
auto BarrelRotator = Barrel->GetForwardVector().Rotation();
auto AimAsRotator = AimDirection.Rotation();
UE_LOG(LogTemp, Log, TEXT("AimAsRotator %s"), *AimAsRotator.ToString());
}
void UTankAimingComponent::SetBarrelReference(UStaticMeshComponent* BarrelToSet) {
Barrel = BarrelToSet;
}