I am trying to add spring arm and camera to a basic pawn. When I put the bp_pawn in map and hit play it crashes the editor.
// Fill out your copyright notice in the Description page of Project Settings.
#include "SCharacter.h"
#include "Engine/World.h"
#include "Components/InputComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
// Sets default values
ASCharacter::ASCharacter()
{
// 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;
}
// Called when the game starts or when spawned
void ASCharacter::BeginPlay()
{
Super::BeginPlay();
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
SpringArmComp->SetupAttachment(RootComponent);
SpringArmComp->bUsePawnControlRotation = true;
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
// Called every frame
void ASCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ASCharacter::MoveSideToSide(float value)
{
AddMovementInput(GetActorRightVector() * value);
}
void ASCharacter::MoveForward(float value)
{
AddMovementInput(GetActorForwardVector() * value);
}
// Called to bind functionality to input
void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ASCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveSideToSide", this, &ASCharacter::MoveSideToSide);
PlayerInputComponent->BindAxis("LookUP", this, &ASCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAxis("Turn", this, &ASCharacter::AddControllerYawInput);
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "SCharacter.generated.h"
class UCameraComponent;
class USpringArmComponent;
UCLASS()
class COOPGAME_API ASCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ASCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void MoveForward(float value);
void MoveSideToSide(float value);
UPROPERTY(EditAnywhere,BlueprintReadOnly, Category = "Components")
UCameraComponent* CameraComp;
UPROPERTY(EditAnywhere,BlueprintReadOnly,Category = "Components")
USpringArmComponent* SpringArmComp;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};