Hey Guys Can You Help Me,
I am having a problem with C++ Coding (Generated body)
Code :
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PatlamaEfektiProjectile.generated.h"
class UParticalSystem;
UCLASS(config=Game)
class APatlamaEfektiProjectile : public AActor
{
GENERATED_BODY()
/** Sphere collision component */
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
class USphereComponent* CollisionComp;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
class UProjectileMovementComponent* ProjectileMovement;
UPROPERTY(EditDefaultsOnly, Category = "FX")
UParticalSystem* ExplosionEffect;
public:
APatlamaEfektiProjectile();
/** called when projectile hits something */
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/** Returns CollisionComp subobject **/
FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
/** Returns ProjectileMovement subobject **/
FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};
Other Code (I having Problem With Spawn Emitter):
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "PatlamaEfektiProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h"
APatlamaEfektiProjectile::APatlamaEfektiProjectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
CollisionComp->OnComponentHit.AddDynamic(this, &APatlamaEfektiProjectile::OnHit); // set up a notification for when this component hits something blocking
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void APatlamaEfektiProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation());
}