I’m new from Unity, and struggling to do the simplest things.
In the cpp file for the projectile, there’s this code:
[code]// Copyright Epic Games, Inc. All Rights Reserved.
#include “MyProject3Projectile.h”
#include “GameFramework/ProjectileMovementComponent.h”
#include “Components/SphereComponent.h”
AMyProject3Projectile::AMyProject3Projectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject(TEXT(“SphereComp”));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->BodyInstance.SetCollisionProfileName(“Projectile”);
CollisionComp->OnComponentHit.AddDynamic(this, &AMyProject3Projectile::OnHit); // set up a notification for when this component hits something blocking
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void AMyProject3Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
}[/code]
i’m assuming “3000” is the projectile speed. So I change it to 30000, save the file (ctrl+s), go back to the editor and preses play to test, and the bullets shoot the same speed. upon further testing, it seems like nothing I do in the cpp file affects the game when I run it
am i missing a step to get the changes to save?
btw i’m not interested in a blueprints related solution, I want to do everything with cpp
thanks