What I want is, When player is overlapping with DangerZone, give him some messages.
I made OnActorBeginOverlap function in “Zone” class and “DangerZone” is child class of " Zone" class.
No VS or UE4 errors but also No Overlapping happens.
Is there any problems to c++ codes? or what should I check?
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameplayTagContainer.h"
#include "Components/BoxComponent.h"
#include "Zone.generated.h"
UCLASS()
class LOC_API AZone : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AZone();
UPROPERTY()
UBoxComponent* CollisionMesh;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Use Only once at beginplay and in Editor
UFUNCTION(BlueprintInternalUseOnly)
void SetZoneNameTag();
UFUNCTION()
virtual void OnActorBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
// Do not access and change
UPROPERTY(BlueprintReadOnly)
FName ZoneName;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "Zone/Zone.h"
// Sets default values
AZone::AZone()
: ZoneName{}
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
CollisionMesh = CreateDefaultSubobject<UBoxComponent>(FName("Collision Mesh"));
SetRootComponent(CollisionMesh);
}
// Called when the game starts or when spawned
void AZone::BeginPlay()
{
Super::BeginPlay();
SetZoneNameTag();
}
// Called every frame
void AZone::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AZone::OnActorBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 5,FColor::Red,"Success");
}
// DoN Call Except RightAfter BeginPlay. This Must be call once.
void AZone::SetZoneNameTag()
{
ZoneName = FName("ZoneName."+this->GetName());
Tags.Add(ZoneName);
GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Red, ZoneName.ToString());
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Zone.h"
#include "DangerZone.generated.h"
/**
*
*/
UCLASS()
class LOC_API ADanerZone : public AZone
{
GENERATED_BODY()
};