I’ve tried some of the other suggestions already written here and none of them have worked. What am I missing?
// Fill out your copyright notice in the Description page of Project Settings.
#include "OpenDoor.h"
#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Engine/World.h"
#define OUT
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// 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 UOpenDoor::BeginPlay()
{
Super::BeginPlay();
Owner = GetOwner(); //Finds owning actor
}
void UOpenDoor::OpenDoor()
{
Owner->SetActorRotation(FRotator(0.f, OpenAngle, 0.f));
}
void UOpenDoor::CloseDoor()
{
Owner->SetActorRotation(FRotator(0.f, CloseAngle, 0.f));
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//Poll the trigger volume every frame.
if (GetTotalMassOfActorsOnPlate() > 30.f) // TODO: Change into editor parameter.
{
//If the ActorThatOpens is in the volume then
OpenDoor();
LastDoorOpenTime = GetWorld()->GetTimeSeconds();
}
if (DoorCloseDelay <= GetWorld()->GetTimeSeconds() - LastDoorOpenTime)
{
CloseDoor();
}
}
float UOpenDoor::GetTotalMassOfActorsOnPlate()
{
float TotalMass = 0.f;
//Find all the overlapping actors
TArray<AActor*> OverlappingActors;
//Iterates through them adding their masses
for (const auto* Actor : OverlappingActors)
{
TotalMass += Actor->FindComponentByClass<UPrimitiveComponent>()->GetMass();
UE_LOG(LogTemp, Warning, TEXT("%s is on the plate."), *Actor->GetName())
}
PressurePlate->GetOverlappingActors(OUT OverlappingActors);
return TotalMass;
}