Trigger Volume
Github Link: https://github.com/Harrison1/unrealcpp/tree/master/TriggerVolume
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 TriggerVolume
. The tutorial video uses a TriggerBox, but the process should be similar.
Create a new C++
TriggerVolume
class and call it MyTriggerVolume
. In the header file add OnOverlapBegin
and OnOverlapEnd
functions. Below is the final header file.
MyTriggerVolume.h
#pragma once
#include "CoreMinimal.h"
#include "Engine/TriggerVolume.h"
#include "MyTriggerVolume.generated.h"
/**
*
*/
UCLASS()
class UNREALCPP_API AMyTriggerVolume : public ATriggerVolume
{
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
AMyTriggerVolume();
// overlap begin function
UFUNCTION()
void OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor);
// overlap end function
UFUNCTION()
void OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor);
};
In the .cpp
file to help us visualize the trigger volume, we will have to #include
the DrawDebugHelpers.h
file.
include files
#include "MyTriggerVolume.h"
// include draw debug 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
AMyTriggerVolume::AMyTriggerVolume()
{
//Register Events
OnActorBeginOverlap.AddDynamic(this, &AMyTriggerVolume::OnOverlapBegin);
OnActorEndOverlap.AddDynamic(this, &AMyTriggerVolume::OnOverlapEnd);
}
On BeginPlay
we will draw the debug box using DrawDebugBox
.
DrawDebugBox
void AMyTriggerVolume::BeginPlay()
{
Super::BeginPlay();
DrawDebugBox(GetWorld(), GetActorLocation(), GetActorScale()*100, FColor::Cyan, 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 TriggerVolume
.
overlap functions
void AMyTriggerVolume::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor enters trigger volume
print("Overlap Begin");
printFString("Other Actor = %s", *OtherActor->GetName());
}
}
void AMyTriggerVolume::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor leaves trigger volume
print("Overlap Ended");
printFString("%s has left the Trigger Volume", *OtherActor->GetName());
}
}
Compile the code. Drag and drop your new actor into your game. Push play and walk in and out of the trigger volume. Below is the final .cpp
file.
MyTriggerVolume.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 "MyTriggerVolume.h"
// include draw debug helpers header file
#include "DrawDebugHelpers.h"
AMyTriggerVolume::AMyTriggerVolume()
{
//Register Events
OnActorBeginOverlap.AddDynamic(this, &AMyTriggerVolume::OnOverlapBegin);
OnActorEndOverlap.AddDynamic(this, &AMyTriggerVolume::OnOverlapEnd);
}
// Called when the game starts or when spawned
void AMyTriggerVolume::BeginPlay()
{
Super::BeginPlay();
DrawDebugBox(GetWorld(), GetActorLocation(), GetActorScale()*100, FColor::Cyan, true, -1, 0, 5);
}
void AMyTriggerVolume::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor enters trigger volume
print("Overlap Begin");
printFString("Other Actor = %s", *OtherActor->GetName());
}
}
void AMyTriggerVolume::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor leaves trigger volume
print("Overlap Ended");
printFString("%s has left the Trigger Volume", *OtherActor->GetName());
}
}