Line Trace on Fire

January 14, 2018

UE4 Version: 4.18.3

Github Link: https://github.com/Harrison1/unrealcpp/tree/master/LineTraceOnFire

For this tutorial we are using the standard first person C++ template with starter content.

In this tutorial we will shoot a line trace every time we fire the gun. All of our logic is going to be put inside the Character's .cpp file.

First, include DrawDebugHelpers.h at the top of the script so we can visualize the line trace.

include DrawDebugHelpers

// include draw debug helpers header file
#include "DrawDebugHelpers.h"

We are going to shoot out the line trace every time we fire the gun. Find the OnFire() method inside the .cpp file and the first thing we want to do is delete the projectile code. For this tutorial we will not be using the below code. Your code might be slightly different due to project naming conventions.

delete this code

// 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);
    }
}

Next, Create a FHitResult variable to see if our line trace hits anything. In this example our line trace will start from the Character's gun mesh. To get the Gun's location we do FP_Gun->GetComponentLocation(). We always want the forward vector of where the player is looking so we get the forward vector from the camera using FirstPersonCameraComponent->GetForwardVector(). We are going to End the line trace 1000.0f unreal units from the the start. Next, create a FCollisionQueryParams variable to handle collision events in the line trace. Add the debug line to visualize the line trace by using DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 1);. Then, do the line trace in an if function by using GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, CollisionParams) and if we successfully hit something we will print to screen the actor's name, impact point and normal point.

character fire function

void AUnrealCPPCharacter::OnFire()
{

	FHitResult OutHit;
	FVector Start = FP_Gun->GetComponentLocation();

	FVector ForwardVector = FirstPersonCameraComponent->GetForwardVector();
	FVector End = ((ForwardVector * 1000.f) + Start);
	FCollisionQueryParams CollisionParams;

	DrawDebugLine(GetWorld(), Start, End, FColor::Green, true);

	if(GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, CollisionParams)) 
	{
		if(OutHit.bBlockingHit)
		{
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Red, FString::Printf(TEXT("You are hitting: %s"), *OutHit.GetActor()->GetName()));
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Purple, FString::Printf(TEXT("Impact Point: %s"), *OutHit.ImpactPoint.ToString()));
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Blue, FString::Printf(TEXT("Normal Point: %s"), *OutHit.ImpactNormal.ToString()));
		}
	}

	// 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);
		}
	}
}

Below is the final .cpp code to draw the line trace in the OnFire() method and debug the line trace.

#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"
// include draw debug helpers header file
#include "DrawDebugHelpers.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);

	// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun 
	// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.

}

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);

}

//Called every frame
void AUnrealCPPCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

//////////////////////////////////////////////////////////////////////////
// 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 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()
{

	FHitResult OutHit;
	FVector Start = FP_Gun->GetComponentLocation();

	FVector ForwardVector = FirstPersonCameraComponent->GetForwardVector();
	FVector End = ((ForwardVector * 1000.f) + Start);
	FCollisionQueryParams CollisionParams;

	DrawDebugLine(GetWorld(), Start, End, FColor::Green, true);

	if(GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, CollisionParams)) 
	{
		if(OutHit.bBlockingHit)
		{
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Red, FString::Printf(TEXT("You are hitting: %s"), *OutHit.GetActor()->GetName()));
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Purple, FString::Printf(TEXT("Impact Point: %s"), *OutHit.ImpactPoint.ToString()));
			GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Blue, FString::Printf(TEXT("Normal Point: %s"), *OutHit.ImpactNormal.ToString()));
		}
	}

	// 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());
}

Author

Harrison McGuire

Harrison McGuire