I’m getting the error that = on line 70 in MyCharacter.ccp is left operand?
MyCharacter.ccp :
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCharacter.h"
#include "Components/InputComponent.h"
#include "Atomic.h"
#include "Camera/CameraComponent.h"
#include "Components/SceneComponent.h"
#include "GameFramework/Character.h"
// Sets default values
AMyCharacter::AMyCharacter()
{
// 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;
}
// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
InputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
InputComponent->BindAxis("Turn", this, &AMyCharacter::AddControllerYawInput);
InputComponent->BindAxis("LookUp", this, &AMyCharacter::AddControllerPitchInput);
}
void AMyCharacter::MoveForward(float InInput)
{
FRotator rotation = GetControlRotation();
rotation.Pitch = 0;
FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::X);
AddMovementInput(MovementDirection, InInput);
}
void AMyCharacter::MoveRight(float InInput)
{
FRotator rotation = GetControlRotation();
rotation.Pitch = 0;
FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::Y);
AddMovementInput(MovementDirection, InInput);
}
AMyCharacter::AMyCharacter(const FObjectInitializer & ObjectInitializer)
: Super(ObjectInitializer)
{
// Create a CameraComponent
FirstPersonCameraComponent = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->AttachTo = GetCapsuleComponent();
}
MyCharacter.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Camera/CameraComponent.h"
#include "MyCharacter.generated.h"
UCLASS()
class MYPROJECT_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMyCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
protected:
UFUNCTION()
void MoveForward(float InInput);
UFUNCTION()
void MoveRight(float InInput);
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
UCameraComponent* FirstPersonCameraComponent;
AMyCharacter(const FObjectInitializer& ObjectInitializer);
};