Pawn added

This commit is contained in:
2025-07-15 23:48:51 -04:00
parent 09d1f5ce16
commit 52497be2d1
5 changed files with 48 additions and 1 deletions

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@@ -1,6 +1,7 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Components/CapsuleComponent.h"
#include "BasePawn.h"
// Sets default values
@@ -9,6 +10,18 @@ ABasePawn::ABasePawn()
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
RootComponent = CapsuleComp;
BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Mesh"));
BaseMesh->SetupAttachment(CapsuleComp);
TurretMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Turret Mesh"));
TurretMesh->SetupAttachment(BaseMesh);
ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Spawn Point"));
ProjectileSpawnPoint->SetupAttachment(TurretMesh);
}
// Called when the game starts or when spawned

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@@ -14,15 +14,49 @@ class TOONTANKS_API ABasePawn : public APawn
public:
// Sets default values for this pawn's properties
ABasePawn();
//test uprops
UPROPERTY(VisibleInstanceOnly)
int32 VisibleIstanceOnlyInt = 11;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
int32 EditAnywhereInt = 22;
UPROPERTY(VisibleDefaultsOnly)
int32 VisibleDefaultOnlyInt = 5;
UPROPERTY(EditDefaultsOnly)
int32 EditDefaultsOnlyInt = 9;
UPROPERTY(EditInstanceOnly)
int32 EditInstanceOnlyInt = 14;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
UPROPERTY()
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
class UCapsuleComponent* CapsuleComp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* BaseMesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* TurretMesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
USceneComponent* ProjectileSpawnPoint;
//test uprops showing all that you can do with them
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
float Speed = 400.f;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
int32 VisibleAnywhere = 12;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;