Hello,
To keep it short and sweet, I opened a project in 4.7.6 from an older build and everything works fine except for the fact that I cannot look up or down.
Looking left and right works fine. The player animation shows my hands coming up as I look up but my camera is stuck looking straight.
Below is my pawn script…
class BoBa_Pawn extends UTPawn;
var bool bCaught;
var BounceProjectile CaughtActor;
var float catchRange, ThrowForce;
var int Score;
var float NextCatchTime, UpgradedSpeed, OriginalSpeed, DamagePerc;
simulated event PostBeginPlay()
{
UpgradedSpeed = GroundSpeed/3;
OriginalSpeed = GroundSpeed;
Super.PostBeginPlay();
}
function bool Died (Controller Killer, class<DamageType> DamageType, Object.Vector HitLocation)
{
ClearBall();
return super.Died(Killer, DamageType, HitLocation);
}
function ClearBall()
{
if(CaughtActor!=None)
{
bCaught = false;
CaughtActor.SetPhysics(PHYS_RigidBody);
CaughtActor.bHeld = false;
CaughtActor = none;
NextCatchTime = 1;
}
}
function GetWeaponUpgrade(int Type)
{
BoBa_Arms(Weapon).UpdateWeaponUpgrade(Type);
SetTimer(15, false, ‘ResetWeaponUpgrades’);
}
function ResetWeaponUpgrades()
{
BoBa_Arms(Weapon).EndAbility();
}
function GetUpgrade(int Type)
{
ResetUpgrades();
if(Type == 5)
{
GroundSpeed += UpgradedSpeed;
}
else if(Type == 6)
{
//Shield System Here
}
else if(Type == 7)
{
DamagePerc = 1.5;
}
SetTimer(30, false, 'ResetUpgrades');
}
function ResetUpgrades()
{
ClearTimer(‘ResetUpgrades’);
GroundSpeed = OriginalSpeed;
DamagePerc = 1;
}
function Use()
{
if(CaughtActor != none)
{
Throw(); //ThrowAnim()
}
}
function Catch()
{
local BounceProjectile tmpActor;
Foreach allActors(class’BounceProjectile’, tmpActor)
{
if(!tmpActor.bHeld && tmpActor.bCanBePickedUp)
{
if(!bCaught)
{
if(VSize(tmpActor.Location - Location) < catchRange)
{
bCaught = true;
CaughtActor = tmpActor;
CaughtActor.SetPhysics(PHYS_Interpolating);
CaughtActor.SetLocation(Location);
CaughtActor.SetLastCatcher(self);
CaughtActor.bHeld = true;
}
}
}
}
}
function ThrowAnim()
{
//PlayAnimation here
//Anim notify calls actual throw call
}
function Throw()
{
bCaught = false;
CaughtActor.SetPhysics(PHYS_RigidBody);
CaughtActor.bHeld = false;
CaughtActor.ApplyImpulse(Vector(Weapon.GetAdjustedAim(Weapon.GetPhysicalFireStartLoc())), ThrowForce, CaughtActor.Location);
CaughtActor = none;
NextCatchTime = 1;
}
function UpdateScore(int pScore)
{
Score += pScore;
ClearBall();
}
simulated event Tick(float DeltaTime)
{
local Vector tmpLoc;
if(Weapon.Isa('BoBa_Arms') && Weapon != None && Controller.isa('BoBa_PlayerController'))
{
BoBa_Arms(Weapon).FPSMesh.GetSocketWorldLocationAndRotation('Hand_L', tmpLoc);
}
else
{
tmpLoc = Location;
}
if(NextCatchTime > 0)
{
NextCatchTime-=0.01f;
}
if(NextCatchTime < 0)
{
NextCatchTime = 0;
}
if(bCaught)
{
CaughtActor.SetLocation(tmpLoc);
}
else
{
if(NextCatchTime <= 0)
{
Catch();
}
}
super.Tick(DeltaTime);
}
defaultproperties
{
Score = 0 //DO NOT EDIT
bCaught = false //DO NOT EDIT
catchRange = 100 //How close the ball has to be to be picked up
ThrowForce = 1500 //The force the character can throw at
bPushesRigidBodies = true //DO NOT EDIT
GroundSpeed = 600.0 //Speed player moves while walk/running
DodgeSpeed = 800.0 //Juke velocity
DodgeSpeedZ = 325.0 //Juke upwards velocity
JumpZ = 600.0 //Jump upwards velocity
MaxJumpHeight = 800.0 //Maximum height of jump
bCanDoubleJump = true //Whether the pawn can jump again in mid air
MaxDoubleJumpHeight = 400.0 //Max height of secondary jump
DefaultAirControl = 0.35 //Amount of movement control in the air
}