note: THIS USED TO WORK ON VERSION 4.15, if there is a new syntax for adding a camera to an actor on V4.21, please let us know (after being unable to find a solution).
.cpp file
#include "MainCharacter.h"
#include "Camera/CameraComponent.h"
#include "MotionControllerComponent.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
AMainCharacter::AMainCharacter()
{
PrimaryActorTick.bCanEverTick = true;
VRroot = CreateDefaultSubobject<USceneComponent>(TEXT("VRroot"));
VRroot->SetupAttachment(GetRootComponent());
camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
camera->SetupAttachment(VRroot);
}
.h file
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MainCharacter.generated.h"
UCLASS()
class VRET_API AMainCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMainCharacter();
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;
private:
UPROPERTY()
class UCameraComponent * camera;
UPROPERTY()
class USceneComponent * VRroot;
};
When we run the game the character is actually created with its default capsule component, but its camera/vrroot components are not being created. Please help, much thanks! <3