Trigger Box
Github Link: https://github.com/Harrison1/unrealcpp/tree/master/TriggerBox
For this tutorial we are using the standard first person C++ template with starter content. If you don't know how to add a new actor class to your project, please visit the Add C++ Actor Class post.
In this tutorial will trigger an event when the character overlaps a TriggerBox
.
Create a new C++
TriggerBox
class and call it MyTriggerBox
. In the header file add OnOverlapBegin
and OnOverlapEnd
functions. Below is the final header file.
MyTriggerBox.h
#pragma once
#include "CoreMinimal.h"
#include "Engine/TriggerBox.h"
#include "MyTriggerBox.generated.h"
UCLASS()
class UNREALCPP_API AMyTriggerBox : public ATriggerBox
{
GENERATED_BODY()
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// constructor sets default values for this actor's properties
AMyTriggerBox();
// 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);
In the .cpp
file to help us visualize the trigger box, we will have to #include
the DrawDebugHelpers.h
file.
include files
#include "MyTriggerBox.h"
// include draw debu helpers header file
#include "DrawDebugHelpers.h"
We can also #define
some shortcuts for debug logging.
shortcuts for debug logging
#define print(text) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Green,text)
#define printFString(text, fstring) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT(text), fstring))
In the actor's init function we will register the overlap events with OnActorBeginOverlap.AddDynamic
and OnActorEndOverlap.AddDynamic
.
register overlap events
AMyTriggerBox::AMyTriggerBox()
{
//Register Events
OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapBegin);
OnActorEndOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapEnd);
}
On BeginPlay
we will draw the debug box using DrawDebugBox
.
DrawDebugBox
void AMyTriggerBox::BeginPlay()
{
Super::BeginPlay();
DrawDebugBox(GetWorld(), GetActorLocation(), GetComponentsBoundingBox().GetExtent(), FColor::Purple, true, -1, 0, 5);
}
Next, we will write our overlap functions that simply print a message to the screen indicating the actor that that entered and exited the TriggerBox
.
overlap functions
void AMyTriggerBox::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
// check if Actors do not equal nullptr and that
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor enters trigger box
print("Overlap Begin");
printFString("Overlapped Actor = %s", *OverlappedActor->GetName());
}
}
void AMyTriggerBox::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor leaves trigger box
print("Overlap Ended");
printFString("%s has left the Trigger Box", *OtherActor->GetName());
}
}
Compile the code. Drag and drop your new actor into your game. Push play and walk in and out of the trigger box. Below is the final .cpp
file.
MyTriggerBox.cpp
#define print(text) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Green,text)
#define printFString(text, fstring) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT(text), fstring))
#include "MyTriggerBox.h"
// include draw debu helpers header file
#include "DrawDebugHelpers.h"
AMyTriggerBox::AMyTriggerBox()
{
//Register Events
OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapBegin);
OnActorEndOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapEnd);
}
// Called when the game starts or when spawned
void AMyTriggerBox::BeginPlay()
{
Super::BeginPlay();
DrawDebugBox(GetWorld(), GetActorLocation(), GetComponentsBoundingBox().GetExtent(), FColor::Purple, true, -1, 0, 5);
}
void AMyTriggerBox::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
// check if Actors do not equal nullptr and that
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor enters trigger box
print("Overlap Begin");
printFString("Overlapped Actor = %s", *OverlappedActor->GetName());
}
}
void AMyTriggerBox::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor leaves trigger box
print("Overlap Ended");
printFString("%s has left the Trigger Box", *OtherActor->GetName());
}
}