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Created February 21, 2019 17:52
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UE4 APawn Bug
// Copyright Oleg Postoev
#include "OpenDoor.h"
#include "GameFramework/Actor.h"
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();
}
void UOpenDoor::OpenDoor()
{
// Find the own actor
AActor* Owner = GetOwner();
// Create a rotator
FRotator NewRotation = FRotator(0.f, -60.0f, 0.f);
// Set the door rotation
Owner->SetActorRotation(NewRotation);
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Poll the trigger volume
if (PressurePlate != nullptr && PressurePlate->IsOverlappingActor(ActorThatOpens))
{
OpenDoor();
}
}
// Copyright Oleg Postoev
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/TriggerVolume.h"
#include "OpenDoor.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
void OpenDoor();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(VisibleAnywhere)
float OpenAngle = 90.0f;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;
class APawn* ActorThatOpens; // Remeber pawn actor
};
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