I still can’t get it to work, and Visual Studio 2022 won’t tell me what is wrong
here are my codes again, Please tell me what I do wrong
cpp:
// Copyright Epic Games, Inc. All Rights Reserved.
#include "NOMCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
//////////////////////////////////////////////////////////////////////////
// ANOMCharacter
ANOMCharacter::ANOMCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rate for input
TurnRateGamepad = 50.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, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // 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 ThirdPersonCharacter (to avoid direct content references in C++)
}
////////
// Input
void ANOMCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction("LeftMouseButton", IE_Pressed, this, &ANOMCharacter::OnLeftMouseButtonPressed);
PlayerInputComponent->BindAction("LeftMouseButton", IE_Released, this, &ANOMCharacter::OnLeftMouseButtonReleased);
PlayerInputComponent->BindAction("RightMouseButton", IE_Pressed, this, &ANOMCharacter::OnRightMouseButtonPressed);
PlayerInputComponent->BindAction("RightMouseButton", IE_Released, this, &ANOMCharacter::OnRightMouseButtonReleased);
// 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("M_U1", this, &ANOMCharacter::Move_Y);
PlayerInputComponent->BindAxis("M_U2", this, &ANOMCharacter::Move_Y);
PlayerInputComponent->BindAxis("M_D1", this, &ANOMCharacter::Move_Y);
PlayerInputComponent->BindAxis("M_D2", this, &ANOMCharacter::Move_Y);
PlayerInputComponent->BindAxis("M_L1", this, &ANOMCharacter::Move_X);
PlayerInputComponent->BindAxis("M_L2", this, &ANOMCharacter::Move_X);
PlayerInputComponent->BindAxis("M_R1", this, &ANOMCharacter::Move_X);
PlayerInputComponent->BindAxis("M_R2", this, &ANOMCharacter::Move_X);
// 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 Right / Left Mouse", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ANOMCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ANOMCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &ANOMCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &ANOMCharacter::TouchStopped);
}
void ANOMCharacter::OnLeftMouseButtonPressed()
{
LeftMouseButtonIsBeingPressed = true;
}
void ANOMCharacter::OnLeftMouseButtonReleased()
{
LeftMouseButtonIsBeingPressed = false;
}
void ANOMCharacter::OnRightMouseButtonPressed()
{
RightMouseButtonIsBeingPressed = true;
}
void ANOMCharacter::OnRightMouseButtonReleased()
{
RightMouseButtonIsBeingPressed = false;
}
void ANOMCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void ANOMCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void ANOMCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}
void ANOMCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}
void ANOMCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (LeftMouseButtonIsBeingPressed && RightMouseButtonIsBeingPressed)
{
AddMovementInput(GetActorForwardVector());
}
}
void ANOMCharacter::Move_Y(float Value)
{
if ((Controller != nullptr) && (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 ANOMCharacter::Move_X(float Value)
{
if ((Controller != nullptr) && (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);
}
}
H:
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "NOMCharacter.generated.h"
UCLASS(config = Game)
class ANOMCharacter : 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:
ANOMCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Input)
float TurnRateGamepad;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void OnLeftMouseButtonPressed();
void OnLeftMouseButtonReleased();
void OnRightMouseButtonPressed();
void OnRightMouseButtonReleased();
bool LeftMouseButtonIsBeingPressed;
bool RightMouseButtonIsBeingPressed;
/** Called for forwards/backward input */
void Move_Y(float Value);
/** Called for side to side input */
void Move_X(float Value);
void ANOMCharacter::OnLeftMouseButtonPressed()
{
LeftMouseButtonIsBeingPressed = true;
}
void ANOMCharacter::OnLeftMouseButtonReleased()
{
LeftMouseButtonIsBeingPressed = false;
}
void ANOMCharacter::OnRightMouseButtonPressed()
{
RightMouseButtonIsBeingPressed = true;
}
void ANOMCharacter::OnRightMouseButtonReleased()
{
RightMouseButtonIsBeingPressed = false;
}
/**
* 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);
public:
virtual void Tick(float DeltaTime) override;
//virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};