Hello all. I’m very new to Unreal, but decently familiar with C++, so I’ve been following the FPS tutorial over in the docs (found here, in particular the step I’m struggling with.)
My compiler is not very happy with the line
FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
saying that it cannot convert a UCapsuleComponent* to a USceneComponent*.
I’m running Unreal 4.23, and I know that this tutorial is out of date, but it’s been working so far. Has Unreal changed the way this is handled? How can I attach a camera to a capsule component? Is there a way to convert it into a scene component?
I can’t really find anything online to help me, so any help would be appreciated! [HR][/HR]My current code, with the above line:
[SPOILER]FPSCharacter.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Camera/CameraComponent.h"
#include "FPSCharacter.generated.h"
UCLASS()
class FPSPROJECT_API AFPSCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AFPSCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaSeconds) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Handles input for moving forward and backward.
UFUNCTION()
void MoveForward(float Value);
// Handles input for moving right and left.
UFUNCTION()
void MoveRight(float Value);
// Sets jump flag when key is pressed.
UFUNCTION()
void StartJump();
// Clears jump flag when key is released.
UFUNCTION()
void StopJump();
// FPS camera.
UPROPERTY(VisibleAnywhere)
UCameraComponent* FPSCameraComponent;
};
FPSCharacter.cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSProject.h"
#include "FPSCharacter.h"
// Sets default values
AFPSCharacter::AFPSCharacter()
{
// 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;
// Create a first person camera component.
FPSCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
// Attach the camera component to our capsule component.
FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
// Position the camera slightly above the eyes.
FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
// Allow the pawn to control camera rotation.
FPSCameraComponent->bUsePawnControlRotation = true;
}
// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
Super::BeginPlay();
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("Using FPS Character."));
}
}
// Called every frame
void AFPSCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);
PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AFPSCharacter::StartJump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &AFPSCharacter::StopJump);
}
//Input for moving forward/back.
void AFPSCharacter::MoveForward(float value)
{
FVector Direction = AActor::GetActorForwardVector();
AddMovementInput(Direction, value);
}
//Input for moving right/left.
void AFPSCharacter::MoveRight(float value)
{
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, value);
}
void AFPSCharacter::StartJump()
{
bPressedJump = true;
}
void AFPSCharacter::StopJump()
{
bPressedJump = false;
}
[/SPOILER]