I am having some errors with the fowling code:
The .h FIle:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "DrawDebugHelpers.h"
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Controller.h"
#include "Public/CollisionQueryParams.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "Components/InputComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "DrawDebugHelpers.h"
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "garbberComponet.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCSPEORGIN_API UgarbberComponet : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UgarbberComponet();
void Grab();
void Release();
void FindPhysicsHandleComponent();
void SetUpEveryFrame();
const FHitResult GetFirstPhysicsBodyInReach();
UPROPERTY(EditAnywhere)
float Reach = 100.0f;
UPhysicsHandleComponent* PhysicsHandle = nullptr;
UInputComponent* InputComponent = nullptr;
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};
The .cpp file:
// Fill out your copyright notice in the Description page of Project Settings.
#include "garbberComponet.h"
#include "DrawDebugHelpers.h"
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Controller.h"
#include "Public/CollisionQueryParams.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "Components/PrimitiveComponent.h"
#include "Engine/World.h"
// Sets default values for this component's properties
UgarbberComponet::UgarbberComponet()
{
// 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 UgarbberComponet::BeginPlay()
{
Super::BeginPlay();
// ...
}
void UgarbberComponet::Grab()
{
auto HitResult = GetFirstPhysicsBodyInReach();
auto ComponentToGrab = HitResult.GetComponent();
auto ActorHit = HitResult.GetActor();
if(ActorHit)
{
PhysicsHandle -> GrabComponentAtLocation(ComponentToGrab, NAME_None, ComponentToGrab -> GetOwner() -> GetActorLocation());
}
}
void UgarbberComponet::Release()
{
}
// Called every frame
void UgarbberComponet::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FVector PlayerVeiwpointLocation;
FRotator PlayerVeiwpointRotation;
FCollisionQueryParams TracePerams = (FName(TEXT("")), false, GetOwner());
const FVector LineTraceEnd = PlayerVeiwpointLocation + PlayerVeiwpointRotation.Vector() * Reach;
FHitResult* Hit;
GetWorld()->LineTraceSingleByObjectType(*Hit, PlayerVeiwpointLocation, LineTraceEnd, FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody), TracePerams);
AActor *ActorHit = Hit->GetActor();
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
PhysicsHandle -> SetTargetLocation(LineTraceEnd);
// ...
}
void UgarbberComponet::FindPhysicsHandleComponent()
{
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
}
const FHitResult UgarbberComponet::GetFirstPhysicsBodyInReach()
{
if (InputComponent)
{
InputComponent->BindAction("Grab", IE_Pressed, this, UgarbberComponet::Grab());
InputComponent->BindAction("Grab", IE_Released, this, UgarbberComponet::Release());
}
else
{
}
if(PhysicsHandle -> GrabbedComponent)
{
FVector PlayerVeiwpointLocation;
FRotator PlayerVeiwpointRotation;
FCollisionQueryParams TracePerams = (FName(TEXT("")), false, GetOwner());
const FVector LineTraceEnd = PlayerVeiwpointLocation + PlayerVeiwpointRotation.Vector() * Reach;
FHitResult* Hit;
GetWorld()->LineTraceSingleByObjectType(*Hit, PlayerVeiwpointLocation, LineTraceEnd, FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody), TracePerams);
AActor *ActorHit = Hit->GetActor();
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
PhysicsHandle -> SetTargetLocation(LineTraceEnd);
return FHitResult();
}
Thank You