I’ve been attempting to add this functionality for quite some time now. However, it seems that I’m overlooking something.
So I want to add an ammo count, a single ammo count similar to that of Quake or Doom. With ammo pickups distributed throughout the map. The gun can fire up to 10 times then stops, but when I attempt to reload by overlapping with an ammo pickup the the static mesh does not respond. The static mash parent is a blueprint (actor) its parent class is ammocrate.cpp (below) which is also a actor. This is what I’ve done so far.
AmmoCrate.cpp
AAmmoCrate::AAmmoCrate()
{
PrimaryActorTick.bCanEverTick = true;
Count = 10;
SphereRadius = 100.0f;
TouchSphere = CreateDefaultSubobject<USphereComponent>(TEXT("TouchSphereComponent"));
TouchSphere->InitSphereRadius(SphereRadius);
TouchSphere->SetCollisionProfileName("Trigger");
RootComponent = TouchSphere;
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent"));
StaticMesh->SetupAttachment(RootComponent);
TouchSphere->OnComponentBeginOverlap.AddDynamic(this, &AAmmoCrate::OnOverlapBegin);
}
void AAmmoCrate::OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
AFirstPersonCharacter *FPCharacter = Cast<AFirstPersonCharacter>(OtherActor);
AMannequin* TPCharacter = Cast<AMannequin>(OtherActor);
AGun *Gun = Cast<AGun>(OtherActor);
if (TPCharacter)
{
Gun->AmmoPool = Gun->AmmoPool + Count;
this->Destroy();
}
Afterwards I created a OnReload() function similar to the OnFire() function, where I call it from the First Person Character.
FirstPersonCharacter.cpp
void AFirstPersonCharacter::OnReload()
{
Gun->OnReload();
}
I’s set up a UE_LOG call on the OnReload function it does not even log out that the ammo crate has been overlapped with, what am I missing here ?