Unreal Engine C++ Programming |Transforms & Mesh| Getting With part-3/10
Transform
1.Open Class which you make part-1 and part-22.Open class header file and
//Transforms
UPROPERTY (EditAnywhere)
AActor* player;
Compile code
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compile |
Now Property show on Details panel
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Add player |
Set player
Now write some code for player when go to actor or object get location.
float dist = this->GetDistanceTo(player);
Now again go to header file declare property
private:
FVector mCurrentLocation;
FVector = location (X Y Z)
Now Complete the code
AAChreter::AAChreter()
{
// Set this actor to call Tick() every frame.
//You can turn this off to improve performance if you don't need it.
//You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Root = CreateDefaultSubobject <USceneComponent > (TEXT ("Root"));
RootComponent = Root;
Mesh = CreateDefaultSubobject <UStaticMeshComponent >(TEXT ("Mesh"));
Mesh -> AttachTo(Root);
}
// Called when the game starts or when spawned
void AAChreter::BeginPlay()
{
Super::BeginPlay();
mCurrentLocation = Mesh->GetRelativeTransform().GetLocation();
}
// Called every frame
void AAChreter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
float dist = this->GetDistanceTo(player);
FVector distA = mCurrentLocation;
if (dist < 250){
distA.Z += 80;
}
Mesh->SetRelativeLocation(distA);
}
Now Compile!
Actor can be moveable if not compiler show error when you close the game.
Change the Object location on flower
Run Game
Change the Object location on flower
Run Game
Full Code On GitHub -> Transforms & Mesh
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