trigger is not communicating with Mover
Could you show the blueprint please?
this is the Mover code `// Fill out your copyright notice in the Description page of Project Settings.
#include "Mover.h"
#include "Math/UnrealMathUtility.h"
// Sets default values for this component's properties
UMover::UMover()
{
// 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 UMover::BeginPlay()
{
Super::BeginPlay();
OriginalLocation = GetOwner()->GetActorLocation();
// ...
}
// Called every frame
void UMover::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (ShouldMove)
{
FVector CurrentLocation = GetOwner()->GetActorLocation();
FVector TargetLocation = OriginalLocation + MoveOffset;
float Speed = FVector::Distance(OriginalLocation, TargetLocation) / MoveTime;
FVector NewLocation = FMath::VInterpConstantTo(CurrentLocation, TargetLocation, DeltaTime, Speed);
GetOwner()->SetActorLocation(NewLocation);
}
// ...
}
void UMover::SetShouldMove(bool NewShouldMove)
{
ShouldMove = NewShouldMove;
}
and this is Grabber Code
// Fill out your copyright notice in the Description page of Project Settings.
#include "Grabber.h"
#include "Engine/World.h"
#include "DrawDebugHelpers.h"
// 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();
// ...
}
// Called every frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
UPhysicsHandleComponent* PhysicsHandle = GetPhysicsHandle();
if (PhysicsHandle == nullptr)
{
return;
}
if (PhysicsHandle-> GetGrabbedComponent() !=nullptr)
{
FVector TargetLocation = GetComponentLocation() + GetForwardVector() * HoldDistance;
PhysicsHandle->SetTargetLocationAndRotation(TargetLocation, GetComponentRotation());
}
// ...
}
void UGrabber::Release()
{
UPhysicsHandleComponent* PhysicsHandle = GetPhysicsHandle();
if (PhysicsHandle == nullptr)
{
return;
}
if (PhysicsHandle->GetGrabbedComponent() != nullptr)
{
PhysicsHandle->ReleaseComponent();
}
}
void UGrabber::Grab()
{
UPhysicsHandleComponent* PhysicsHandle = GetPhysicsHandle();
if (PhysicsHandle == nullptr)
{
return;
}
FHitResult HitResult;
bool HasHit = GetGrabbableInReach(HitResult);
if (HasHit)
{
PhysicsHandle->GrabComponentAtLocationWithRotation(HitResult.GetComponent(),NAME_None,HitResult.ImpactPoint,HitResult.GetComponent()->GetComponentRotation());
}
}
UPhysicsHandleComponent* UGrabber::GetPhysicsHandle() const
{
return GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
}
bool UGrabber::GetGrabbableInReach(FHitResult& OutHitResult) const
{
FVector Start = GetComponentLocation();
FVector End = Start + GetForwardVector() * MaxGrab;
DrawDebugLine(GetWorld(), Start, End, FColor::Red);
DrawDebugSphere(GetWorld(), End, 10, 10, FColor::Blue, false, 5.f);
FCollisionShape Sphere = FCollisionShape::MakeSphere(GrabRadius);
return GetWorld()->SweepSingleByChannel(
OutHitResult,
Start, End,
FQuat::Identity,
ECC_GameTraceChannel2,
Sphere
);
}
`
and this is Trigger Code `// Fill out your copyright notice in the Description page of Project Settings.
#include "TriggerComponent.h"
UTriggerComponent::UTriggerComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UTriggerComponent::BeginPlay()
{
Super::BeginPlay();
}
AActor* UTriggerComponent::GetAcceptableActor() const
{
TArray<AActor*> Actors;
GetOverlappingActors(Actors);
for (AActor* Actor : Actors)
{
if (Actor->ActorHasTag(AcceptableActorTag))
{
return Actor;
}
}
return nullptr;
}
void UTriggerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (Mover == nullptr)
{
return;
}
AActor* Actor = GetAcceptableActor();
if(Actor !=nullptr)
{
Mover->SetShouldMove(true);
}
else
{
Mover->SetShouldMove(false);
}
}
void UTriggerComponent::SetMover(UMover* NewMover)
{
Mover = NewMover;
}
I also Tried to Debug using UE_Log it is Setting it to true But Not working
it is also setting it to true but its just dont want to move
And the trigger and the tags on the actors?
its fixed I dont know how but thanx Sorry for late reply I was Out of town I Have new Question
I want to create Controlled and balencing Unicycle I tried every thing and also How to animate and put someone on unicycle Which can be Control Using A and D And you have to balance it I created a script for this But its Just not working I’ve implemented basic input handling and attempted to adjust the unicycle’s balance accordingly
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