The Whole code so everyone can see what is going on.
The CPP file:
#include "CPPCharacter.h"
#include "CPPHeroCharacter.h"
ACPPHeroCharacter::ACPPHeroCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
bool isInAir = false;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
void ACPPHeroCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
//Axis
InputComponent->BindAxis("MoveForward", this, &ACPPHeroCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &ACPPHeroCharacter::MoveRight);
InputComponent->BindAxis("MoveCamRight", this, &ACPPHeroCharacter::MoveCamRight);
InputComponent->BindAxis("MoveCamUp", this, &ACPPHeroCharacter::MoveCamUp);
//Actions
InputComponent->BindAction("DodgeRoll", IE_Pressed, this, &ACPPHeroCharacter::DodgeRoll);
InputComponent->BindAction("LightAttack", IE_Pressed, this, &ACPPHeroCharacter::LightAttack);
InputComponent->BindAction("HeavyAttack", IE_Pressed, this, &ACPPHeroCharacter::HeavyAttack);
}
void ACPPHeroCharacter::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
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void ACPPHeroCharacter::MoveRight(float Value)
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void ACPPHeroCharacter::MoveCamRight(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void ACPPHeroCharacter::MoveCamUp(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void ACPPHeroCharacter::CheckPriorityRefresh()
{
GetCharacterMovement()->MaxWalkSpeed = 1.0f; //Currently set to 1 so that way I can noticeablly see a slowdown.
GetWorld()->GetTimerManager().ClearTimer(Dodge_Timer);
}
void ACPPHeroCharacter::DodgeRoll()
{
GetCharacterMovement()->MaxWalkSpeed = 800.0f;
GetWorldTimerManager().SetTimer(Dodge_Timer, this, &ACPPHeroCharacter::CheckPriorityRefresh, 1.0f, false);
}
void ACPPHeroCharacter::LightAttack()
{
}
void ACPPHeroCharacter::HeavyAttack()
{
}
void ACPPHeroCharacter::MagicAttack()
{
}
The header:
#pragma once
#include "BaseCharacter.h"
#include "CPPHeroCharacter.generated.h"
/**
*
*/
UCLASS(config = Game)
class CPPCHARACTER_API ACPPHeroCharacter : public ABaseCharacter
{
GENERATED_BODY()
public:
ACPPHeroCharacter();
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
float BaseLookUpRate;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
bool isDodging;
FTimerHandle Dodge_Timer;
protected:
//Moves the Player Forward
void MoveForward(float Value);
//Moves the Player Right
void MoveRight(float Value);
//Moves camera right
void MoveCamRight(float Value);
//Moves Camera up
void MoveCamUp(float Value);
//DodgeRoll
void DodgeRoll();
//Attacks
void LightAttack();
void HeavyAttack();
void MagicAttack();
//Timers
virtual void CheckPriorityRefresh();
void TurnAtRate(float Rate);
void LookUpAtRate(float Rate);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
// End of APawn interface
};