Here the complete code of my own character c++ class if it can help some one:
.cpp
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "ATPreProto.h"
#include "ATPreProtoCharacter.h"
#include "Kismet/GameplayStatics.h"
//////////////////////////////////////////////////////////////////////////
// AATPreProtoCharacter
AATPreProtoCharacter::AATPreProtoCharacter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f; // DEFAULT 45
BaseLookUpRate = 45.f; // DEFAULT 45
// Set our zoom properties
MaxZoom = 800;
MinZoom = 200.f;
ClipZoom = 100.f;
TargetZoom = 400.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = true; // DEFAULT FALSE
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = false; // Character moves in the direction of input... DEFAULT TRUE
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 300.f; // DEFAULT 600
GetCharacterMovement()->AirControl = 1.0f; // DEFAULT 0.2
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = TargetZoom; // The camera follows at this distance behind the character DEFAULT 300
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void AATPreProtoCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
// Set up gameplay key bindings
check(InputComponent);
InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
InputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
InputComponent->BindAction("CameraOnly", IE_Pressed, this, &AATPreProtoCharacter::CameraOnly);
InputComponent->BindAction("CameraOnly", IE_Released, this, &AATPreProtoCharacter::StopCameraOnly);
InputComponent->BindAction("ZoomIn", IE_Pressed, this, &AATPreProtoCharacter::ZoomIn);
InputComponent->BindAction("ZoomOut", IE_Pressed, this, &AATPreProtoCharacter::ZoomOut);
InputComponent->BindAxis("MoveForward", this, &AATPreProtoCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AATPreProtoCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("TurnRate", this, &AATPreProtoCharacter::TurnAtRate);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
InputComponent->BindAxis("LookUpRate", this, &AATPreProtoCharacter::LookUpAtRate);
// handle touch devices
InputComponent->BindTouch(IE_Pressed, this, &AATPreProtoCharacter::TouchStarted);
InputComponent->BindTouch(IE_Released, this, &AATPreProtoCharacter::TouchStopped);
}
void AATPreProtoCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
// jump, but only on the first touch
if (FingerIndex == ETouchIndex::Touch1)
{
Jump();
}
}
void AATPreProtoCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
if (FingerIndex == ETouchIndex::Touch1)
{
StopJumping();
}
}
void AATPreProtoCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AATPreProtoCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AATPreProtoCharacter::MoveForward(float Value)
{
if (!bUseControllerRotationYaw)
{
// find out which way is forward
const FRotator Rotation = GetActorRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
else
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
}
void AATPreProtoCharacter::MoveRight(float Value)
{
if (!bUseControllerRotationYaw)
{
// find out which way is right
const FRotator Rotation = GetActorRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
else
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
}
void AATPreProtoCharacter::CameraOnly()
{
bUseControllerRotationYaw = false;
}
void AATPreProtoCharacter::StopCameraOnly()
{
if (Controller != NULL)
{
const FRotator CameraRotation = CameraBoom->GetComponentRotation();
const FRotator ActorRotation = GetActorRotation();
/*const FRotator TempRotation(0.f, 90.0f, 0.f);
FQuat AQuat = FQuat(ActorRotation);
FQuat BQuat = FQuat(TempRotation);
const FRotator NewRotation(BQuat*AQuat);*/
FRotator TargetRotation = ActorRotation - CameraRotation;
TargetRotation.Normalize();
AddControllerYawInput(TargetRotation.Yaw);
}
bUseControllerRotationYaw = true;
}
void AATPreProtoCharacter::ZoomIn()
{
if (TargetZoom > MinZoom)
{
TargetZoom -= ClipZoom;
if (TargetZoom < MinZoom)
{
TargetZoom = MinZoom;
}
}
}
void AATPreProtoCharacter::ZoomOut()
{
if (TargetZoom < MaxZoom)
{
TargetZoom += ClipZoom;
if (TargetZoom > MaxZoom)
{
TargetZoom = MaxZoom;
}
}
}
void AATPreProtoCharacter::Tick(float deltaTime)
{
Super::Tick(deltaTime);
CheckZoom(deltaTime);
}
void AATPreProtoCharacter::CheckZoom(float deltaTime)
{
if (CameraBoom != NULL)
{
CameraBoom->TargetArmLength = (FMath::FInterpTo(CameraBoom->TargetArmLength, TargetZoom, deltaTime, 3.0f));
}
}
h.
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "ATPreProtoCharacter.generated.h"
UCLASS(config=Game)
class AATPreProtoCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AATPreProtoCharacter(const FObjectInitializer& ObjectInitializer);
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
float BaseLookUpRate;
/** Base zoom properties */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
float MaxZoom;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
float MinZoom;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
float ClipZoom;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
float TargetZoom;
protected:
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
/** Called for rotation of camera only (no character roation) */
void CameraOnly();
/** Called to stop the rotation of camera only (character can rotate) */
void StopCameraOnly();
/** Called to zoom camera in */
void ZoomIn();
/** Called to zoom camera out */
void ZoomOut();
/** Override tick function for smoth camera zoom */
void Tick(float deltaTime) override;
/** Called for smoth camera zoom */
void CheckZoom(float deltaTime);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};