As the title suggests, i have some code which can’t be compiled. (It builds just fine, but it takes 45 minutes!!!)
I am using the c++ third person template, and i have just added to it. Here’s my code (my code is the teleport method):
#include "MyProject8.h"
#include "MyProject8Character.h"
// AMyProject8Character
AMyProject8Character::AMyProject8Character()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMyProject8Character::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
// Set up gameplay key bindings
check(InputComponent);
InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
InputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
InputComponent->BindAxis("MoveForward", this, &AMyProject8Character::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AMyProject8Character::MoveRight);
InputComponent->BindAxis("MouseDown", this, &AMyProject8Character::Teleport);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("TurnRate", this, &AMyProject8Character::TurnAtRate);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
InputComponent->BindAxis("LookUpRate", this, &AMyProject8Character::LookUpAtRate);
// handle touch devices
InputComponent->BindTouch(IE_Pressed, this, &AMyProject8Character::TouchStarted);
InputComponent->BindTouch(IE_Released, this, &AMyProject8Character::TouchStopped);
}
void AMyProject8Character::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
// jump, but only on the first touch
if (FingerIndex == ETouchIndex::Touch1)
{
Jump();
}
}
void AMyProject8Character::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
if (FingerIndex == ETouchIndex::Touch1)
{
StopJumping();
}
}
void AMyProject8Character::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * ()->GetDeltaSeconds());
}
void AMyProject8Character::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * ()->GetDeltaSeconds());
}w
void AMyProject8Character::MoveForward(float Value)
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyProject8Character::MoveRight(float Value)
{
if ( (Controller != NULL) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void AMyProject8Character::Teleport(float Value)
{
if ( (Controller != NULL) && (Value != 0.0f) )
{
FVector vector = GetActorLocation();
vector.Z += 10;
}
}
Here’s my header:
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include “GameFramework/Character.h”
#include “MyProject8Character.generated.h”
UCLASS(config=Game)
class AMyProject8Character : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AMyProject8Character();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
void Teleport( float Value );
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};