I've created a LaunchPad actor C++ class which is compiled of a Cube static mesh component and a UBox component. As of now, once the character overlaps the hit box it triggers whatever is inside the ALaunchPad::OnBoxBeginOverlap. I am current trying to tell that when the character overlaps the UBox launch them in the air similair to the Blueprints 'LaunchCharacter' node.
LaunchPad.cpp
void ALaunchPad::OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Character Launched!"));
Asgd240_1115350_core5Character::LaunchCharacter(FVector(0, 0, velocity), false, true);
}
LaunchPad.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LaunchPad.generated.h"
UCLASS()
class SGD240_1115350_CORE5_API ALaunchPad : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ALaunchPad();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void OnBoxBeginOverlap(UPrimitiveComponent * HitComp, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit);
UPROPERTY(VisibleAnywhere)
class UBoxComponent* Collide;
UFUNCTION()
void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UPROPERTY(EditAnywhere)
float velocity;
UFUNCTION()
void LaunchCharacter();
};
At the moment I am recieving a 'non static member reference must be relative to a specific object and it won't compile. Any ideas?
Cast OtherActor
to an ACharacter
then call its LaunchCharacter
method:
void ALaunchPad::OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Character Launched!"));
ACharacter* OtherCharacter = Cast<ACharacter>(OtherActor);
if (OtherCharacter != nullptr)
{
OtherCharacter->LaunchCharacter(FVector(0, 0, velocity), false, true);
}
}