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Issues getting player input properly setup

I am trying to translate this Blueprint tutorial into C++ code.

https://jacobshughes.com/2015/03/22/creating-an-mmo-style-controller-in-unreal-engine/

I started with the main 3rd person C++ project. I have two issues at this point.

GetActorForwardVector() for moving backwards always points in the direction that I spawned. So doesn't matter which direction you turn to, if you start walking backwards you always go in the original backwards location.

I cannot use the same Forward Vector that I'm using to move forward (or can I?), I want the character to appear to walk backwards. When I use the same one, he flips around.

 void ATestCharacter::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
         FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);        
         if (Value < 0)
         {
             Direction = GetActorForwardVector();
             Value *= 0.5f; 
         }
         AddMovementInput(Direction, Value); 
     }
 }

The other problem is my mouse look adds all kinds of weird pitch. The default one kinda locks you into the x,y planes, but with this I am getting all kinds of Z.

 void ATestCharacter::TurnAtRate(float Rate)
 {
     // calculate delta for this frame from the rate information
     //AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
     if (!bRightMouseDown)
         return;
 
     CameraBoom->AddRelativeRotation(FRotator(0.0f, Rate, 0.0f));
 //    CameraBoom->AddLocalRotation(FRotator(0.0f, Rate, 0.0f));
     //AddControllerYawInput(Rate);
 }
 
 void ATestCharacter::LookUpAtRate(float Rate)
 {
     if (!bRightMouseDown)
         return;
     CameraBoom->AddRelativeRotation(FRotator(Rate, 0.0f, 0.0f));
     //CameraBoom->AddLocalRotation(FRotator(Rate, 0.0f, 0.0f));
     //AddControllerPitchInput(Rate);
     // calculate delta for this frame from the rate information
     //AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
 }


Here's full source code:

Header: http://pastebin.com/5EAKhJrc

Source: http://pastebin.com/YMqFKMBx

Inputs: http://i.imgur.com/GjZXPUG.png

Can anyone quickly see where I'm screwing up? It's kind of hard to translate Blueprints correctly when the functions aren't really 1:1.

Product Version: UE 4.10
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asked Mar 22 '16 at 01:04 PM in C++ Programming

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zerosum0x0
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