Hello, I’m new to unreal engine and i’ve been learning for the past few weeks how to program with it. I have encountered a few problems though and if anyone could answer me it would be greatly appreciated.
-
The first problem i`ve encountered is that once I successfully compiled through Visual Studio, I always get a new window of Unreal Engine. I wonder if its possible to just to have one open and not have new windows popping out everytime I compile?
(I have tried opening VS through my Unreal Engine it doesn’t work apparently.) -
I’m now working on my Character Controller . However it would seem that My Pitch, pitches my whole capsule. (I’m working with the animation startup kit). i wonder if its possible to just Pitch the head, otherwise it gets really twisted …
AAvatar::AAvatar()
{
// 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 AAvatar::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AAvatar::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
void AAvatar::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
check(InputComponent);
InputComponent->BindAxis("Forward", this, &AAvatar::MoveForward);
InputComponent->BindAxis("Strafe", this, &AAvatar::MoveRight);
InputComponent->BindAxis("Yaw", this, &AAvatar::Yaw);
InputComponent->BindAxis("Pitch", this, &AAvatar::Pitch);
}
void AAvatar::MoveForward(float amount)
{
if (Controller && amount)
{
FVector forward = GetActorForwardVector();
AddMovementInput(forward, amount);
}
}
void AAvatar::MoveRight(float amount)
{
if (Controller && amount)
{
FVector right = GetActorRightVector();
AddMovementInput(right, amount);
}
}
/*void AAvatar::MoveBackward(float amount)
{
if (Controller && amount)
{
FVector back = -GetActorForwardVector();
AddMovementInput(back, amount);
}
}
void AAvatar::MoveLeft(float amount)
{
if (Controller && amount)
{
FVector left = -GetActorRightVector();
AddMovementInput(left, amount);
}
}*/
void AAvatar::Yaw(float amount)
{
AddControllerYawInput(200.f * amount* GetWorld()->GetDeltaSeconds());
}
void AAvatar::Pitch(float amount)
{
AddControllerPitchInput(200.f * amount * GetWorld()->GetDeltaSeconds());
}
(here’s my script)