Hi my friends as Sam said in End of section it is better we add some features and cleanup our project because of that I add Grab feature to my Character but it works with motion controller :
my H file Grabber Code:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "HandController.h"
#include "Grabber.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ARCITUCTUREEXPLORER_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:
class UPhysicsHandleComponent* Physcs=nullptr;
class UInputComponent* InputComponent = nullptr;
void FindPsicsHandleComponent();
void SetUpInputComponent();
void Grab();
void Release();
float Reach = 1000;
const FHitResult GetFirstPhycisBodyInReach();
FVector GetReachLineStart();
FVector GetReachLineEnd();
UPROPERTY(EditDefaultsOnly)
class UHapticFeedbackEffect_Base* HapticEffect;
UPROPERTY()
class UMotionControllerComponent* MotionController;
// UPROPERTY(EditDefaultsOnly)
// TSubclassOf<AHandController> HandControllerClass;
//
// UPROPERTY()
// AHandController* RightHandController;
};
My Cpp Grabber file:
// Fill out your copyright notice in the Description page of Project Settings.
#include "Grabber.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
#include "MotionControllerComponent.h"
#include "Engine/World.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include "HandController.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;
// RightHandController = CreateDefaultSubobject<AHandController>("HandController");
// ...
}
// Called when the game starts
void UGrabber::BeginPlay()
{
Super::BeginPlay();
FindPsicsHandleComponent();
SetUpInputComponent();
}
// Called every frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!Physcs) { return; }
FVector TargetLocation=GetReachLineEnd();
DrawDebugLine(GetWorld(), GetReachLineStart(), GetReachLineEnd(), FColor::Red, true, 3.f);
if (Physcs->GrabbedComponent) {
Physcs->SetTargetLocation(TargetLocation);
UE_LOG(LogTemp, Warning, TEXT("you move"))
}
}
void UGrabber::FindPsicsHandleComponent()
{
Physcs = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
if (!Physcs)
{
GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::White, TEXT("Physics Doesenot attached"));
}
UE_LOG(LogTemp, Warning, TEXT("you phyics"))
}
void UGrabber::SetUpInputComponent()
{
// RightHandController = GetWorld()->SpawnActor<AHandController>(HandControllerClass);
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent)
{
InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
InputComponent->BindAction("Grab", IE_Released, this, &UGrabber::Release);
}
else
{
GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::White, TEXT("Input Doese not attached"));
}
UE_LOG(LogTemp, Warning, TEXT("you input"))
}
void UGrabber::Grab()
{
auto HitResult = GetFirstPhycisBodyInReach();
auto ComponentToGrab = HitResult.GetComponent();
auto ActorHit = HitResult.GetActor();
if (ActorHit)
{
Physcs->GrabComponentAtLocationWithRotation(ComponentToGrab, NAME_None, ComponentToGrab->GetOwner()->GetActorLocation(),
ComponentToGrab->GetOwner()->GetActorRotation());
}
UE_LOG(LogTemp,Warning,TEXT("you grab"))
APawn* Pawn = Cast<APawn>(GetOwner());
if (Pawn)
{
APlayerController* Controller = Cast<APlayerController>(Pawn->GetController());
if (Controller)
{
UE_LOG(LogTemp, Warning, TEXT("you have controller"))
//Controller->PlayHapticEffect(HapticEffect, EControllerHand::AnyHand);
}
}
}
const FHitResult UGrabber::GetFirstPhycisBodyInReach()
{
FHitResult Hit;
FCollisionQueryParams TraceParams(FName(""), false, GetOwner());
GetWorld()->LineTraceSingleByObjectType(Hit, GetReachLineStart(), GetReachLineEnd(), ECollisionChannel::ECC_PhysicsBody, TraceParams);
DrawDebugLine(GetWorld(), GetReachLineStart(), GetReachLineEnd(), FColor::Red, true, 3.f);
UE_LOG(LogTemp, Warning, TEXT("you hit"))
return Hit;
}
void UGrabber::Release()
{
if (!Physcs) { return; }
Physcs->ReleaseComponent();
UE_LOG(LogTemp, Warning, TEXT("you release"))
}
FVector UGrabber::GetReachLineStart()
{
FVector PlrayerViewPointLocation;
FRotator PlayerViewpointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlrayerViewPointLocation, OUT PlayerViewpointRotation);
FVector LineTraceEnd = PlrayerViewPointLocation+PlayerViewpointRotation.Vector()*Reach;
return LineTraceEnd;
}
FVector UGrabber::GetReachLineEnd()
{
FVector PlrayerViewPointLocation;
FRotator PlayerViewpointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlrayerViewPointLocation,OUT PlayerViewpointRotation);
FVector LineTraceStart = PlrayerViewPointLocation;
return LineTraceStart;
}
this code based on third season of Unreal and you must add grabber and Physics component to your VR character.
does any have idea how can I add new features to motion controller?
Thanks