MyCharacter class wont reflect correctly in Level

This is my first time using Unreal Engine. (I’m using 5.5.1)

I deleted the default Player Start component.
Created class MyCharacter, and a blueprint (PlayerCharacter) which inherits MyCharacter class.

I added camera and spring arm. which I can see in the Blueprint preview section, but still camera is nto child of Spring arm even though in the code I have made it CameraComp->SetupAttachment(SpringArmComp);

And main issue is in Game mode I can still fly while I deleted Player start, and camera is not what I expected.


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

class USpringArmComponent;
class UCameraComponent;

UCLASS()
class UE_ACTION_ROGUE_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AMyCharacter();

protected:
	UPROPERTY(VisibleAnywhere)
	USpringArmComponent* SpringArmComp;
	
	UPROPERTY(VisibleAnywhere)
	UCameraComponent* CameraComp;
	
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	void MoveForward(float Value);
	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

// MyCharacter.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyCharacter.h"
#include "ue_action_rogue/Public/MyCharacter.h"

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

// Sets default values
AMyCharacter::AMyCharacter()
{
 	// 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;

	SpringArmComp = CreateDefaultSubobject<USpringArmComponent>("Spring Arm Component");
	SpringArmComp->SetupAttachment(RootComponent);
	
	CameraComp = CreateDefaultSubobject<UCameraComponent>("Camera Component");
	CameraComp->SetupAttachment(SpringArmComp);
}

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

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

}

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

	PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
}

void AMyCharacter::MoveForward(const float Value)
{
	AddMovementInput(GetActorForwardVector(), Value);
}

I fixed it by recreating the blueprint.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.