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Move a Pawn based on Camera direction

Hi, I’m working on a third person game, but I’m struggling trying to achieve Pawn movement the way I want: move the Pawn BASED on camera direction.
So if the camera is facing NORTH and I go to the left, Pawn should move to the WEST or if the camera is facing WEST and I go to the left, Pawn should move to the SOUTH etc… I already did it with a Character component using “FRotationMatrix” and “AddMovementInput” functions, but it doesn’t work with Pawn.

Here is my code for reference:



#include "Ball.h"

#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"

// Sets default values
ABall::ABall()
{
  // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
  PrimaryActorTick.bCanEverTick = true;

  Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
  Mesh->SetupAttachment(GetRootComponent());

  CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
  CameraBoom->SetupAttachment(Mesh);
  CameraBoom->TargetArmLength = 400.f;
  CameraBoom->bUsePawnControlRotation = true;

  FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
  FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
  FollowCamera->bUsePawnControlRotation = false;

  bUseControllerRotationPitch = false;
  bUseControllerRotationYaw = false;
  bUseControllerRotationRoll = false;
}

// Called when the game starts or when spawned
void ABall::BeginPlay()
{
  Super::BeginPlay();
}

// Called every frame
void ABall::Tick(float DeltaTime)
{
  Super::Tick(DeltaTime);
}

// Called to bind functionality to input
void ABall::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
  Super::SetupPlayerInputComponent(PlayerInputComponent);

  PlayerInputComponent->BindAxis("MoveForward", this, &ABall::MoveForward);
  PlayerInputComponent->BindAxis("MoveRight", this, &ABall::MoveRight);

  PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
  PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
}

void ABall::MoveForward(float value)
{
  if (Controller != nullptr && value != 0.f)
  {
    const FRotator Rotation = Controller->GetControlRotation();
    const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);

    const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
    AddMovementInput(Direction, value);
  }
}

void ABall::MoveRight(float value)
{
}



Solved this way:


void ABall::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

PlayerInputComponent->BindAxis("MoveForward", this, &ABall::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ABall::MoveRight);

PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
}

void ABall::MoveForward(float value)
{
if (Controller != nullptr && value != 0.f)
{
const FRotator Rotation(0.f, GetControlRotation().Yaw, 0.f);
const FVector Direction = GetActorLocation() + FRotationMatrix(Rotation).GetUnitAxis(EAxis::X) * value;
SetActorLocation(Direction);
}
}

void ABall::MoveRight(float value)
{
if (Controller != nullptr && value != 0.f)
{
const FRotator Rotation(0.f, GetControlRotation().Yaw, 0.f);
const FVector Direction = GetActorLocation() + FRotationMatrix(Rotation).GetUnitAxis(EAxis::Y) * value;
SetActorLocation(Direction);
}
}