What’s the point of passing movement input through movement component in unreal engine?
I’ve been implementing my own movement component in unreal engine and to do that I started analyzing how UPawnMovementComponent
works. There is one part I find a bit confusing – how movement input is handled.
Need help understanding pointers and dereferencing, in this code
{ Super::BeginPlay(); FString Name = GetOwner()->GetActorNameOrLabel(); FVector Location = GetOwner()->GetActorLocation(); UE_LOG(LogTemp, Warning, TEXT(“Mover Owner: %s”), *Name); UE_LOG(LogTemp, Warning, TEXT(“Actor Location: %s”), *Location.ToCompactString()); } In this code, I understand why * was placed after AActor, but I don’t understand why it wasn’t placed after the FVector and FString, as they are also pointers. and how can […]
Need help understanding pointers and dereferencing, in this code
{ Super::BeginPlay(); FString Name = GetOwner()->GetActorNameOrLabel(); FVector Location = GetOwner()->GetActorLocation(); UE_LOG(LogTemp, Warning, TEXT(“Mover Owner: %s”), *Name); UE_LOG(LogTemp, Warning, TEXT(“Actor Location: %s”), *Location.ToCompactString()); } In this code, I understand why * was placed after AActor, but I don’t understand why it wasn’t placed after the FVector and FString, as they are also pointers. and how can […]
Compiling the C++ code on UE5 takes too long
My system information:
SetControlRotation doesnt work for some reason
APlayerController* controller = UGameplayStatics::GetPlayerController(this->GetWorld(), 0); FRotator Rotation = Controller->GetControlRotation(); Controller->SetControlRotation(Rotation.Pitch + amount*5, Rotation.Yaw, Rotation.Roll); error C2660, function doesnt accept 3 arguments c++ unreal-engine4 unreal-engine5