And in the FirstPersonCharacter.h I declare a CurrentWeapon (which indicates the active weapon, the one the player is currently holding) amd a TArray of Weapons in order to make an **Inventory of Weapons **that the Player picks up
Frankly, I’d consider splitting weapon into two parts - UDataAsset-derived weapon information - that stores its characteristics, and probably something derived from USceneComponent that handles actual weapon model and shooting. Making weapon an AActor-derived class smells like Unity’s approach, I’m not sure if doing that in UE4 is a good idea (you could make it work though. See: Attach Actor to another Actor based on Socket points - Blueprint - Unreal Engine Forums) .
I advise to walk through first person shooter C++ tutorial. That should clear some things up.
There’s a few things running through my mind that aren’t fully answered by what you’re posting. For starters though I would:
Set the Visual Studio project solution to “DebugGame Editor”
Consider instantiating the weapon during BeginPlay() in the FirstPersonCharacter code.
Use CurrentWeapon = GetWorld()->SpawnActor<AWeapon>(WeaponClass, SpawnLoc, SpawnRot, SpawnParams);
Given that Weapon is derived from AActor I don’t thinks is appropriate to use NewObject<>(), well, at least I don’t think I’ve done so. I use new objects for a lot of UUserWidget derived classes, and some other classes that I’ve created and based off of UObject.
There’s a possibility that the FirstPersonCharacter constructor is called more than once. I don’t know that to be true in your case, but I’ve seen some of my constructors called more than once. Is the FirstPersonCharacter in your active scene?
I’d put a break point at the BeginPlay() CurrentWeapon is performed at to see what happens.
Typically I close the UE4 Editor, set up for a debug build, set my break point(s), then press F5. What’s nice is that if the error is occurring due to something else the debugger will help you find it.
Actor is pretty much a base class for something that physically exists in the world.
You could try to derive from component, which are used to describe some “portion” of the actor (not necessarily physical), or you could describe you weapons as data.
From your explanation it really sounds like you just want some structs to hold weapon configuration (fire rate, fire power, etc). UDataAsset is a good class for that.
UDataAsset is a data that can be edited in content browser. Data block, literally. You can make a class that stores weapon settings, and reference it via “UPROPERTY() UMyWeaponDataAsset *weaponConfig = nullptr;” member. Then make actual actor/component that will reference that datablock.
Do you have a reason to do it this way? Inheritance is not the only way, there’s also composition.
You should look at ShooterGame. That’s an example of how to set up a good, flexible weapon system. Unreal Tournaments is similar also, but there’s more code per-weapon since it’s weapons are so diverse in what they do.
The idea is to create an overarching weapon class in code which handles all the behavior of any weapon - such as it’s model, animations, it’s ammo/damage values, spawning projectiles / doing line traces, replication and networking, inventory, spawning muzzle FX etc. You then create Blueprints of that class and change the default values so it behaves differently. That’s the ideal workflow, and inheritance is what UE and Blueprint is designed around. There’s no point fighting the tools for no good reason.
If you’re going to have models and animations, then why wouldn’t you want it to be an actor spawned into the world? That’s exactly what you’ll need. It’s all very well putting together a framework but if you can’t use that framework later than it’s a waste of time, and you may as well be prototyping in Blueprint since you’ll also learn the API while doing so as well.
If all you’re doing is changing a few properties like ‘Fire Rate’ or ‘Particle Template’ or ‘Mesh’, then a Blueprint of it is just a data asset anyway.
The differences between those is that pig has different mesh, different set of animations and different set of sound effects.
Depending on the game engine, they can even use the same class. In that case “behavior”, “animation set”, “mesh” and “set of sound effects” are properties of instance of that class. (Also google “inheritance vs composition”)
Don’t use polymorphism for the sake of using polymorphism.
In case of programming, in general, when you’re about to do something (“I want to implement X!”) it is a good idea to stop and ask yourself what you would GAIN from doing that? (“What benefit would I gain from implementing X?”). If you can’t answer that question, then that thing you were planning to do might not be a good idea.
Create data asset through content browser (rightclick->misc->new data asset), select your base class, then you’ll be able to fill in values.
Object class: There’s more than one way to do it. Either create a “combatant” class that represent a single person-with-weapon, references data class with weapon stats OR create actor for weapon (makes sense if it, say, can turn into stationary turret), OR a custom component that represents the weapon. Whichever you prefer. You can handle actual shooting in either of those.
You need to Type “DataAsset”. When selecting classes in calss editor, you omit first letter (U or A). So when you derive from AActor, you type “Actor”, and when you derive from UDataAsset, you type DataAsset, etc.
Also, you could manually create files without class wizard, if you wanted.
If you don’t specify UPROPERTY or if you don’t specify EditAnywhere (and BlueprintReadOnly IIRC), it won’t be visible in editor.
I think there is tutorial on uproperties somewhere, but I forgot where I learned that stuff. Check the wiki, rama’s tutorials, and C++ first person shooter tutorial. It was explained somewhere.
Also, make sure that you created your data asset using your DataAsset-derived class.
So, you first create C++ class based on DataAsset (say, it is called UMyWeaponData), then you create data asset using that menu, and in that menu you have to select the calss you created.
Well, because menu exists there for some historical reason?
DataAsset (and data asset based classes) act like configuration file or data block.
Doing things this way would allow you to have weapon configuration that can be referenced from actual actor/object/etc. If you’d got this route you’ll have one DataAsset-based class (for example UMyWeaponConfig) sitting in your content browser, and weapons in level would reference it.
Yes, but I recommend that you reread what TheJamsh wrote. I’d suggest that you work out the details of one weapon with mesh, texture, sound, animation, etc. and see how that all works together in UE4. See how it is put together, then spawn it, and control it, then go back and add a second one. You may find yourself fine tuning what information you’re keeping. Of course design with generality in mind, not hardcoding things if you can keep away from it. You may want an enum though for weapon type, or some other mechanism to tell them apart when needed. Obviously derived classes will add needed functionality but you can start with a base weapon, work out what you need, then move parts out that may not fit the class of weapons you’re developing for to an appropriate derived class.
The sensible approach is: You create an overarching actor class of type ‘Animal’ - and then all of you’re pigs, sheep and cows would derive from that. You don’t spawn ‘Animal’ (hell, you can even force that specific class to NOT be spawnable) - you spawn ‘BP_Cow’ or ‘BP_Pig’. Cows might have extra functions like producing milk, so you add that functionality to the derived ‘Cow’ class. Hell, let’s say you want your goats to produce milk too. Then you create a ‘Makes Milk’ interface and both the Goat and the Cow implement that Interface (or better yet - use an actor component instead of an interface).
This is absolutely no different to creating a ‘Weapon’ class, then having your pistol, rifle and shotgun inherit from it. Now whose to say you can’t have your ‘Rifle’ class support a Data Table, and the Rifle reads it’s ‘Fire Rate’ and ‘Damage’ from a data table based on it’s name, such as M4A1 or MP5 for example. I don’t see the point in doing that however, since you’ll have to create Blueprints of each one with different visual elements anyway, so you may as well set the weapon properties there (although, the data table method is good for quick adjustments to properties).
Don’t even know why I’m explaining this… ShooterGame is setup the way it is for a reason and you may as well use it for reference since half the works done for you - there’s no point reinventing the wheel. The Engine is not designed around Polymorphism, it’s built around inheritance. If you’re just going to fight the tools without first learning that, then: