I am new to unreal and doing the tutorial from this video here:
The “Onhit” function the projectile class is not doing what its supposed to do.
Here is the projectile.h file:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FPSProjectile.generated.h"
class UProjectileMovementComponent;
class USphereComponent;
UCLASS()
class AFPSProjectile : public AActor
{
GENERATED_BODY()
protected:
/** Sphere collision component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Projectile")
USphereComponent* CollisionComp;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
UProjectileMovementComponent* ProjectileMovement;
public:
AFPSProjectile();
/** called when projectile hits something */
UFUNCTION(BlueprintCallable)
virtual void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent*
OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/** Returns CollisionComp subobject **/
USphereComponent* GetCollisionComp() const { return CollisionComp; }
/** Returns ProjectileMovement subobject **/
UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};
Here is the projectile.cpp file:
#include "FPSProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
AFPSProjectile::AFPSProjectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->SetCollisionProfileName("Projectile");
CollisionComp->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);
// set up a notification for when this component hits something
`
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void AFPSProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent*
OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp-
>IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
}