Bind Button to Character
Github Link: https://github.com/Harrison1/unrealcpp/tree/master/CharacterBindButton
For this tutorial we are using the standard first person C++ template with starter content.
In this tutorial let's add an Action
button to our character. First we will want to add an input option called Action
and bind it to a keyboard input or controller button. In this case we are going to bind the Action
input to our keyboard's E
key. Go to Edit > Project Settings. Then select the Input option. Click the plus sign next to Action Mappings
. Call the new input Action
and select E
from the dropdown menu.
open Edit > Project Settings
go to the Input options and a button press
In our Character.h file add the OnAction
method under the OnFire
method. My header file in this tutorial is called UnrealCPPCharacter.h
, your file might be called something different.
add OnAction to header file
protected:
/** Fires a projectile. */
void OnFire();
// on action
void OnAction();
Next, in our Character.cpp file we are going to find our SetupPlayerInputComponent
function and connect our Action
button with our OnAction
function. We will make our OnAction
function in a second. I connect the controller to the function by BindAction
from the PlayerInputComponent
. You can learn more about the BindAction function here. In this example I am calling the OnAction
function every time the button is Pressed
, you can find other EInputEvents here.
add this method in the SetupPlayerInputComponent method
PlayerInputComponent->BindAction("Action", IE_Pressed, this, &AUnrealCPPCharacter::OnAction);
Finally we'll add the OnAction
function to the bottom of our script. This will be an extremely simple function that logs a message to the screen.
void AUnrealCPPCharacter::OnAction()
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("I'm Pressing Action"));
}
}
Now, your character will log message to the screen whenever they push E
.
UnrealCPPCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "UnrealCPPCharacter.generated.h"
class UInputComponent;
UCLASS(config=Game)
class AUnrealCPPCharacter : public ACharacter
{
GENERATED_BODY()
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
class USkeletalMeshComponent* Mesh1P;
/** Gun mesh: 1st person view (seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USkeletalMeshComponent* FP_Gun;
/** Location on gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneComponent* FP_MuzzleLocation;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FirstPersonCameraComponent;
// create trigger capsule
UPROPERTY(VisibleAnywhere, Category = "Trigger Capsule")
class UCapsuleComponent* TriggerCapsule;
public:
AUnrealCPPCharacter();
protected:
virtual void BeginPlay();
public:
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
/** Gun muzzle's offset from the characters location */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
FVector GunOffset;
/** Projectile class to spawn */
UPROPERTY(EditDefaultsOnly, Category=Projectile)
TSubclassOf<class AUnrealCPPProjectile> ProjectileClass;
/** Sound to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
class USoundBase* FireSound;
/** AnimMontage to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
class UAnimMontage* FireAnimation;
// declare overlap begin function
UFUNCTION()
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
// declare overlap end function
UFUNCTION()
void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
protected:
/** Fires a projectile. */
void OnFire();
// on action
void OnAction();
/** Handles moving forward/backward */
void MoveForward(float Val);
/** Handles stafing movement, left and right */
void MoveRight(float Val);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
FORCEINLINE class USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
/** Returns FirstPersonCameraComponent subobject **/
FORCEINLINE class UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
};
UnrealCPPCharacter.cpp
#include "UnrealCPPCharacter.h"
#include "UnrealCPPProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/SphereComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/InputSettings.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "MotionControllerComponent.h"
DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All);
//////////////////////////////////////////////////////////////////////////
// AUnrealCPPCharacter
AUnrealCPPCharacter::AUnrealCPPCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->RelativeRotation = FRotator(1.9f, -19.19f, 5.2f);
Mesh1P->RelativeLocation = FVector(-0.5f, -4.4f, -155.7f);
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
}
void AUnrealCPPCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
Mesh1P->SetHiddenInGame(false, true);
}
//////////////////////////////////////////////////////////////////////////
// Input
void AUnrealCPPCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
// Bind jump events
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Bind fire event
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AUnrealCPPCharacter::OnFire);
// Bind action event
PlayerInputComponent->BindAction("Action", IE_Pressed, this, &AUnrealCPPCharacter::OnAction);
// Bind movement events
PlayerInputComponent->BindAxis("MoveForward", this, &AUnrealCPPCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AUnrealCPPCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AUnrealCPPCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AUnrealCPPCharacter::LookUpAtRate);
}
void AUnrealCPPCharacter::OnFire()
{
// try and fire a projectile
if (ProjectileClass != NULL)
{
UWorld* const World = GetWorld();
if (World != NULL)
{
const FRotator SpawnRotation = GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset);
//Set Spawn Collision Handling Override
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
// spawn the projectile at the muzzle
World->SpawnActor<AUnrealCPPProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
}
}
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
void AUnrealCPPCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorForwardVector(), Value);
}
}
void AUnrealCPPCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorRightVector(), Value);
}
}
void AUnrealCPPCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AUnrealCPPCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AUnrealCPPCharacter::OnAction()
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("I'm Pressing Action"));
}
}