Subclass of AWheeledVehicle: Couldn't get my own vehicle movement in constructor.

I have been following along this Remark in this documentation article here.

And then, following the default AWheeledVehicle subclass generated when creating a basic C++ vehicle template, I got myself stuck on the line that is casting and checking the VehicleMovementComponentName part. I have placed a comment pointing out the error-causing line of code, so you can’t miss it.

In short, I can’t seem to run pass this line. What should I do?

[HR][/HR]



AMainVehicle::AMainVehicle(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<UNormalMovement>(TEXT("NormalMovement"))) {
	//Static Mesh
	this->StaticMesh = this->CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
	static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshObject(TEXT("StaticMesh'/Game/Meshes/Test_Cube_Mesh.Test_Cube_Mesh'"));
	if (StaticMeshObject.Succeeded()){
		this->GetStaticMesh()->SetStaticMesh(StaticMeshObject.Object);
		this->SetRootComponent(this->GetStaticMesh());
	}

	//Wheels
	/* CRASHED AT THIS NEXT LINE HERE  ------v */
	UNormalMovement* NormalMovement = CastChecked<UNormalMovement>(this->GetVehicleMovement(), ECastCheckedType::NullChecked);  
	//Don't care about the wheel count later on.
	//check(NormalMovement->WheelSetups.Num() == 4);
	NormalMovement->WheelSetups[0].WheelClass = UFrontWheelComponent::StaticClass();
	NormalMovement->WheelSetups[0].AdditionalOffset = FVector(0.0f, -5.0f, 0.0f);
	NormalMovement->WheelSetups[1].WheelClass = UFrontWheelComponent::StaticClass();
	NormalMovement->WheelSetups[1].AdditionalOffset = FVector(0.0f, 5.0f, 0.0f);

	//Spring Arm Component
	this->SpringArm = this->CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
	this->SpringArm->SetRelativeLocation(FVector(0.0f, 0.0f, 34.0f));
	this->SpringArm->SetWorldRotation(FRotator(-20.0f, 0.0f, 0.0f));
	this->SpringArm->AttachTo(this->GetRootComponent());
	this->SpringArm->TargetArmLength = 150.0f;
	this->SpringArm->bEnableCameraLag = false;
	this->SpringArm->bEnableCameraRotationLag = false;
	this->SpringArm->bInheritPitch = true;
	this->SpringArm->bInheritYaw = true;
	this->SpringArm->bInheritRoll = true;

	//Main Camera
	this->MainCamera = this->CreateDefaultSubobject<UCameraComponent>(TEXT("MainCamera"));
	this->MainCamera->AttachTo(this->SpringArm, USpringArmComponent::SocketName);
	this->MainCamera->SetRelativeRotation(FRotator(20.0f, 0.0f, 0.0f));
	this->MainCamera->bUsePawnControlRotation = false;
	this->MainCamera->FieldOfView = 90.0f;
}


Update 3:

Even more confusing is this. If I made NormalMovement class be a subclass of UWheeledVehicleMovement4W, and try to cast GetVehicleMovement() to NormalMovement, the casting will fail. I really don’t know why, or how it was failing to cast it.

[hr][/hr]

Update 2:

Someone pointed me out that I need to use a different function for vehicle movement. I changed the MoveForward() and MoveRight() codes to this:



void AMainVehicle::MoveForward(float Value){
	if ((this->GetController() != nullptr) && (Value != 0.0f)){
		this->GetVehicleMovementComponent()->SetThrottleInput(Value);
		LOG((Value < 0.0f ? "Reversing backwards..." : "Throttling forwards..."));
	}
}

void AMainVehicle::MoveRight(float Value){
	if ((this->GetController() != nullptr) && (Value != 0.0f)){
		this->GetVehicleMovementComponent()->SetSteeringInput(Value);
		LOG((Value < 0.0f ? "Steering left..." : "Steering Right..."));
	}
}


This is what happens after I updated the code:

[hr][/hr]

Update 1:

What I did later on was I called on:


this->GetVehicleMovement()

To obtain UWheeledVehicleMovement, and set the WheelSetups elements one by one through the given pointer. This also means that, unfortunately for me, I cannot make a subclass of UWheeledVehicleMovement and cast the subclass into the class I made in the constructor. Anyone who can point out what I did would be grateful!

Here’s how it looks right now:

And this is my MoveForward and MoveRight functions:



void AMainVehicle::MoveForward(float Value){
	if ((this->GetController() != nullptr) && (Value != 0.0f)){
		FRotator Rotation = this->GetController()->GetControlRotation();
		const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X);
		this->AddMovementInput(Direction, Value);
		LOG((Value < 0.0f ? "Moving backwards..." : "Moving forwards..."));
	}
}

void AMainVehicle::MoveRight(float Value){
	if ((this->GetController() != nullptr) && (Value != 0.0f)){
		FRotator Rotation = this->GetController()->GetControlRotation();
		const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::Y);
		this->AddMovementInput(Direction, Value);
		LOG((Value < 0.0f ? "Moving left..." : "Moving Right..."));
	}
}


My vehicle is not moving at all. Am I doing it correctly? I am still not giving up, but it would be helpful if someone can point me in the right direction. Thanks in advance.

Hello asperatology,

Maybe I’m a bit late :smiley: but this info can probably help other members.

I’ve experienced the same problem, and have found the solution to get rid of the crash.
When you write something like


Super(ObjectInitializer.SetDefaultSubobjectClass<UNormalMovement>(TEXT("NormalMovement")))

,
you must use the original name from the inherited component (I think that’s because SetDefaultSubobjectClass can work for another subobjects).
So, you should write


Super(ObjectInitializer.SetDefaultSubobjectClass<UNormalMovement>(AWheeledVehicle::VehicleMovementComponentName))