Timers in C++ - Unreal C++ Course #8

  Рет қаралды 1,021

The Game Dev Cave

The Game Dev Cave

Күн бұрын

Unreal has very good tools for visual scripting with blueprint but of course, there's always those who want to write their code. unreal offers scripting in c++. and while that might sounds like a nightmare, it's not as bad as you think. So come along and let's find out all about C++
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support the channel and development over on patreon : / thegamingcaves

Пікірлер: 12
@jamescleave7024
@jamescleave7024 2 ай бұрын
What's bad in default top-down character rotation setup? // Don't rotate character to camera direction bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f); GetCharacterMovement()->bConstrainToPlane = true; GetCharacterMovement()->bSnapToPlaneAtStart = true; With that it rotates towards moving direction already
@iskandarus69
@iskandarus69 Ай бұрын
If bullet does not move CollisionSphere = CreateDefaultSubobject(TEXT("Collision Sphere")); SetRootComponent(CollisionSphere); BulletFx = CreateDefaultSubobject(TEXT("Effects")); BulletFx->SetupAttachment(CollisionSphere);
@secret.message.
@secret.message. 8 күн бұрын
Is this shooting mechanic relevant for the latest version of UE5 or is there a better way to create a shooter?
@thegamedevcave
@thegamedevcave 8 күн бұрын
the code is pretty basic and doesn't really use any fancy unreal features so the version shouldn't make a difference.
@klovvin
@klovvin Жыл бұрын
Ty ❤
@StonegazeSteam
@StonegazeSteam 6 ай бұрын
Which plugin exactly was needed for timers?
@thegamedevcave
@thegamedevcave 6 ай бұрын
no plugins needed for any of this!
@StonegazeSteam
@StonegazeSteam 5 ай бұрын
​@@thegamedevcave Another issue. The shooting timer works but the prjectile kill timer gets angry when I copy-pasted the timer delegate that previousy worked. FTimerDelegate Delegate = FTimerDelegate::CreateUObject(this, &ABaseProjectile::BulletHit, true); Which leads to this; no instance of overloaded function "TDelegate::CreateUObject [with InRetValType=void, ParamTypes=, UserPolicy=FNotThreadSafeNotCheckedDelegateUserPolicy]" matches the argument listC/C++(304) BaseProjectile.cpp(85, 29): argument types are: (ABaseProjectile *, void (ABaseProjectile::*)(), bool)
@quadriproduction
@quadriproduction Жыл бұрын
👍github?
@SaschaRobitzki
@SaschaRobitzki 3 ай бұрын
Yeah, it would make debugging easier. Though, I would learn less.
@pr1meKun
@pr1meKun Жыл бұрын
Unreal c++ so hard to learn
@zanagi
@zanagi Жыл бұрын
You sure thats not just c++ by default? Lul
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