Hello, unreal community I have a problem that I have been trying to understand for a while how would I access other variables in another class, for example, I have a class called player pickup and a player class and in the player class there is an int counter and in the pickup class I want to be able to add 1 every time the player picks up an item and could someone give me a step by step example of how to do it as well if you need me to explain a bit more just ask thank you in advance.
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MyFPSGame.h"
#include "Kismet/HeadMountedDisplayFunctionLibrary.h"
#include "MyFPSGameCharacter.h"
//////////////////////////////////////////////////////////////////////////
// AMyFPSGameCharacter
AMyFPSGameCharacter::AMyFPSGameCharacter()
{
// 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 = 0.2f;
// 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
// 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++)
// Sets the player counter to 0.
playerCounter = 0;
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMyFPSGameCharacter::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, &AMyFPSGameCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyFPSGameCharacter::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("TurnRate", this, &AMyFPSGameCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyFPSGameCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &AMyFPSGameCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &AMyFPSGameCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AMyFPSGameCharacter::OnResetVR);
}
void AMyFPSGameCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AMyFPSGameCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
// jump, but only on the first touch
if (FingerIndex == ETouchIndex::Touch1)
{
Jump();
}
}
void AMyFPSGameCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
if (FingerIndex == ETouchIndex::Touch1)
{
StopJumping();
}
}
void AMyFPSGameCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AMyFPSGameCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AMyFPSGameCharacter::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(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyFPSGameCharacter::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);
}
}
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "MyFPSGameCharacter.generated.h"
UCLASS(config=Game)
class AMyFPSGameCharacter : 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:
AMyFPSGameCharacter();
/** 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;
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** 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 TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
// Player counter
int playerCounter;
protected:
// 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; }
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyFPSGame.h"
#include "playerPickup.h"
// Sets default values
AplayerPickup::AplayerPickup()
{
// Set this actor 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 AplayerPickup::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AplayerPickup::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/Actor.h"
#include "playerPickup.generated.h"
UCLASS()
class MYFPSGAME_API AplayerPickup : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AplayerPickup();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
};