Having some strange issues I can’t track down, where the engine immediately crashes upon trying to bind my hunger system’s hunger removal method. I want it to remove 1 hunger every 10 seconds, but something about the way I’m binding the functions to the timer is making the whole engine crash. Would love some insight, I lack experience and have been trying to learn by working on these small systems. All code is below. Thanks!
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "SurvivalCharacter.generated.h"
UCLASS(config=Game)
class ASurvivalCharacter : 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:
ASurvivalCharacter();
/** 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;
/** The amount of hunger the player currently has. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Stats")
float CurrentHunger;
/** The amount of hunger to remove on each removal call. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Stats")
float HungerRemovalAmount;
/** The time period to wait before more hunger is removed */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Stats")
float HungerRemovalTime;
UPROPERTY(BlueprintReadOnly, Category="Stats")
bool IsHungerZero = false;
protected:
FTimerHandle HungerTimerHandle;
/** Initialize and bind controls.*/
void SetupControls();
/** Initialize and configure camera. */
void SetupCamera();
/** Called for forwards/backward input. */
void MoveForward(float Value);
/** Called for side to side input. */
void MoveRight(float Value);
/** Initialize and setup hunger system. */
UFUNCTION()
void SetupHunger();
/** Remove Hunger at the HungerRate. */
void RemoveHunger();
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) 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; }
virtual void BeginPlay() override;;
virtual void Tick(float DeltaSeconds) override;
};
// Copyright Epic Games, Inc. All Rights Reserved.
#include "SurvivalCharacter.h"
#include <string>
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
ASurvivalCharacter::ASurvivalCharacter()
{
SetActorTickEnabled(true);
PrimaryActorTick.bCanEverTick = true;
}
void ASurvivalCharacter::BeginPlay()
{
SetupControls();
SetupCamera();
SetupHunger();
}
void ASurvivalCharacter::Tick(float DeltaSeconds)
{
//Print out CurrentHunger.
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Blue, FString::FromInt(CurrentHunger));
}
void ASurvivalCharacter::SetupCamera()
{
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(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
}
void ASurvivalCharacter::SetupControls()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.4f;
}
void ASurvivalCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &ASurvivalCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ASurvivalCharacter::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
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
}
void ASurvivalCharacter::MoveForward(float Value)
{
if (Controller != nullptr && 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 ASurvivalCharacter::MoveRight(float Value)
{
if (Controller != nullptr && 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 ASurvivalCharacter::SetupHunger()
{
CurrentHunger = 100.0f;
HungerRemovalAmount = 1.0f;
HungerRemovalTime = 10.0f;
GetWorldTimerManager().SetTimer(HungerTimerHandle, this, &ASurvivalCharacter::RemoveHunger, HungerRemovalTime, !IsHungerZero);
}
void ASurvivalCharacter::RemoveHunger()
{
CurrentHunger -= HungerRemovalAmount;
CurrentHunger = FMath::Clamp(CurrentHunger, 0.0f, 100.0f);
if (CurrentHunger <= 0)
IsHungerZero = true;
else
IsHungerZero = false;
}