.cpp
`
// Fill out your copyright notice in the Description page of Project Settings.
#include “FloatingActorTwo.h”
// Sets default values
AFloatingActorTwo::AFloatingActorTwo()
{
// 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;
//from site
VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
VisualMesh->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));
if (CubeVisualAsset.Succeeded())
{
VisualMesh->SetStaticMesh(CubeVisualAsset.Object);
VisualMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
}
}
// Called when the game starts or when spawned
void AFloatingActorTwo::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AFloatingActorTwo::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FVector NewLocation = GetActorLocation();
FRotator NewRotation = GetActorRotation();
float RunningTime = GetGameTimeSinceCreation();
float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
NewLocation.Z += DeltaHeight * 20.0f; //Scale our height by a factor of 20
float DeltaRotation = DeltaTime * 20.0f; //Rotate by 20 degrees per second
NewRotation.Yaw += DeltaRotation;
SetActorLocationAndRotation(NewLocation, NewRotation);
}
`