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How to access custom player controller from character class?


How would I access my my custom player controller from my character class? In some peoples code I've seen people use something like this CPC->GetControlRotation(); for example. Where I assume CPC is the stored name for their CustomPlayerController. But without the rest of their code I can't see how they actually access the controller.

Thanks, Jack

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asked May 17 '19 at 09:39 AM in C++ Programming

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Jack W Lewis
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2 answers: sort voted first

GetController() returns controller that currently possessing the pawn, either AI or player controller:


If pawn is not possesed it will return nullptr, so do a check before starting doing calls to player controller

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answered May 17 '19 at 10:09 AM

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Here is some code to get you started.

You can simply declare variables in header if you do not want to repeatedly refer the variables.

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You can initialize the variable like this. As @shadowriver mentioned, if your character is not posessed by an AI /Player, it will return null. As for the following code, the first posessed pawn/character is saved. Following does this in BeginPlay.

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The following code uses that reference to do some fancy headbobs. Camera transitions should work similarly. Commented out because, well, headbobs.

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WW_Player here, is a first person C++ only class, derives from character class and automatically generated by a custom GameModeBase.

zzref.png (37.3 kB)
zziinits.png (64.9 kB)
zzheadbobs.png (37.2 kB)
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answered May 18 '19 at 06:07 AM

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avatar image Jack W Lewis May 18 '19 at 11:55 AM

This seems to get my player controller but not my custom player control. I need to run a function from my custom one from the character class input component.

avatar image mightyenigma May 20 '19 at 06:21 PM

Is the game starting up using a GameMode that assigns your custom Player Controller by default? If not, are you explicitly telling to create and assign your custom controller to each player?

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