I wanted to give an update to what I have. I previous added FActorOnInputTouchBeginSignature OnInputTouchBegin to MyGameCharacter.h file so I removed that since that is already a property of AActors. I override ReceiveActorOnInputTouchBegin and ReceiveActorOnInputTouchEnd as @mindfane pointer out. Here is my current code
MyGameCharacter.h
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/SpringArmComponent.h"
#include "MyGameCharacter.generated.h"
UCLASS(config=Game)
class AMyGameCharacter : public ACharacter
{
GENERATED_UCLASS_BODY()
/** Camera boom positioning the camera behind the character. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
TSubobjectPtr<class USpringArmComponent> CameraBoom;
/** Follow camera. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
TSubobjectPtr<class UCameraComponent> FollowCamera;
/** 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;
/** Player resources. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pawn)
float Health;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pawn)
float Stamina;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pawn)
float Energy;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pawn)
float Shields;
protected:
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void StartSprint();
void EndSprint();
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) OVERRIDE;
virtual void ReceiveActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex) OVERRIDE;
virtual void ReceiveActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex) OVERRIDE;
// End of APawn interface
};
MyGameCharacter.cpp
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "MyGame.h"
#include "MyGameCharacter.h"
//////////////////////////////////////////////////////////////////////////
// AMyGameCharacter
AMyGameCharacter::AMyGameCharacter(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// Set size for collision capsule
CapsuleComponent->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
Health = 1000.0f;
Stamina = 100.0f;
Energy = 100.0f;
Shields = 0.0f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
CharacterMovement->bOrientRotationToMovement = true; // Character moves in the direction of input...
CharacterMovement->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
CharacterMovement->JumpZVelocity = 450.0f;
CharacterMovement->AirControl = 0.1f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = PCIP.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 150.0f; // The camera follows at this distance behind the character
CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 50.0f);
CameraBoom->bUseControllerViewRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUseControllerViewRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMyGameCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
// Set up gameplay key bindings
check(InputComponent);
InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
InputComponent->BindAction("Sprint", IE_Pressed, this, &AMyGameCharacter::StartSprint);
InputComponent->BindAction("Stop", IE_Pressed, this, &AMyGameCharacter::EndSprint);
InputComponent->BindAxis("MoveForward", this, &AMyGameCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AMyGameCharacter::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
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("TurnRate", this, &AMyGameCharacter::TurnAtRate);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
InputComponent->BindAxis("LookUpRate", this, &AMyGameCharacter::LookUpAtRate);
// handle touch devices
InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AMyGameCharacter::ReceiveActorOnInputTouchBegin);
InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AMyGameCharacter::ReceiveActorOnInputTouchEnd);
}
void AMyGameCharacter::StartSprint()
{
CharacterMovement->MaxWalkSpeed = 2000.0f;
CameraBoom->TargetArmLength = 175.0f;
CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 0.0f);
}
void AMyGameCharacter::EndSprint()
{
CharacterMovement->MaxWalkSpeed = 1000.0f;
CameraBoom->TargetArmLength = 150.0f;
CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 50.0f);
}
void AMyGameCharacter::ReceiveActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)
{
StartSprint();
}
void AMyGameCharacter::ReceiveActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)
{
EndSprint();
}
void AMyGameCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AMyGameCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AMyGameCharacter::MoveForward(float Value)
{
if ((Controller != NULL) && (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(Rotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyGameCharacter::MoveRight(float Value)
{
if ( (Controller != NULL) && (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);
}
}
I am getting errors on lines 74 and 75
the error reads
Error 1 error C2664: 'FInputTouchBinding &UInputComponent::BindTouch<AMyGameCharacter>(const EInputEvent,UserClass *,void (__cdecl AMyGameCharacter::* )(Param1Type,Param2Type))' : cannot convert argument 3 from 'void (__cdecl AMyGameCharacter::* )(const ETouchIndex::Type)' to 'void (__cdecl AMyGameCharacter::* )(Param1Type,Param2Type)' C:\Users\jeffd_000\Documents\Unreal Projects\MyGame\Source\MyGame\MyGameCharacter.cpp 74 1 MyGame