open door with pawn
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4f8c44b40f
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@ -2,7 +2,7 @@
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/NewMap.NewMap
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EditorStartupMap=/Game/NewMap.NewMap
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GameDefaultMap=/Game/NewMap.NewMap
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GameDefaultMap=/Game/NewMap.NewMap
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GlobalDefaultGameMode="/Script/RoomEscape.RoomEscapeGameMode"
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GlobalDefaultGameMode=/Script/RoomEscape.RoomEscapeGameModeBase
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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TargetedHardwareClass=Desktop
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@ -51,4 +51,3 @@ AsyncSceneSmoothingFactor=0.990000
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InitialAverageFrameRate=0.016667
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InitialAverageFrameRate=0.016667
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PhysXTreeRebuildRate=10
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PhysXTreeRebuildRate=10
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@ -7,11 +7,10 @@
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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UOpenDoor::UOpenDoor()
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UOpenDoor::UOpenDoor()
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{
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// Set this component to be initialized when the game starts, and to be ticked every frame.
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// You can turn these features
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// off to improve performance if you don't need them.
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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}
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@ -20,26 +19,28 @@ void UOpenDoor::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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AActor* Owner = GetOwner();
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FString ObjectName = Owner->GetName();
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FString Rot = Owner->GetTransform().GetRotation().GetAxisZ().ToString();
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UE_LOG(LogTemp, Warning, TEXT("%s is at: %s"), *ObjectName, *Rot);
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FRotator NewRotation = FRotator(0.0f, -90.0f, 0.0f);
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Owner->SetActorRotation(NewRotation);
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}
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}
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void UOpenDoor::OpenDoor() {
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AActor* Owner = GetOwner();
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FString ObjectName = Owner->GetName();
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FString Rot = Owner->GetTransform().GetRotation().GetAxisZ().ToString();
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FRotator NewRotation = FRotator(0.0f, -90.0f, 0.0f);
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Owner->SetActorRotation(NewRotation);
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}
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// Called every frame
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// Called every frame
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void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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// poll the TriggerVolume every frame
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// if ActorThatOpens is in the volume, open door
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if (PressurePlate->IsOverlappingActor(ActorThatOpens)) {
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OpenDoor();
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}
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}
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}
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@ -17,6 +17,7 @@ class ROOMESCAPE_API UOpenDoor : public UActorComponent
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public:
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public:
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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UOpenDoor();
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UOpenDoor();
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void OpenDoor();
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protected:
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protected:
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// Called when the game starts
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// Called when the game starts
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@ -32,5 +33,7 @@ private:
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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ATriggerVolume* PressurePlate;
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ATriggerVolume* PressurePlate;
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UPROPERTY(EditAnywhere)
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AActor* ActorThatOpens;
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};
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};
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