Here is my header file:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/InputComponent.h"
#include "GameFrameWork/Controller.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "CharachterMovement.generated.h"
bool jumpingDelay = false;
UCLASS()
class DODGY3D_API ACharachterMovement : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ACharachterMovement();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
UCameraComponent* FollowCamera;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void MoveForward(float Axis);
void MoveRight(float Axis);
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
Here is my cpp file:
// Fill out your copyright notice in the Description page of Project Settings.
#include "CharachterMovement.h"
#include "Engine/Engine.h"
#include <iostream>
// Sets default values
ACharachterMovement::ACharachterMovement()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
GetCharacterMovement()->JumpZVelocity = 300.f;
GetCharacterMovement()->AirControl = 0.2f;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
}
// Called when the game starts or when spawned
void ACharachterMovement::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACharachterMovement::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ACharachterMovement::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PrimaryActorTick.bCanEverTick = true;
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
if (jumpingDelay == false) {
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
}
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &ACharachterMovement::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ACharachterMovement::MoveRight);
GetCharacterMovement()->bOrientRotationToMovement = true;
}
void ACharachterMovement::MoveRight(float Axis) {
FRotator Rotation = Controller->GetControlRotation();
FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(Direction, Axis);
}
void ACharachterMovement::MoveForward(float Axis) {
FRotator Rotation = Controller->GetControlRotation();
FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Axis);
}
void ACharacter::Jump() {
jumpingDelay = true;
}