67 - Projectile Weapon Class
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Projectile.h"
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#include "Components/BoxComponent.h"
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AProjectile::AProjectile()
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{
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PrimaryActorTick.bCanEverTick = true;
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CollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionBox"));\
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SetRootComponent(CollisionBox);
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CollisionBox->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
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CollisionBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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CollisionBox->SetCollisionResponseToChannels(ECollisionResponse::ECR_Ignore);
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CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
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CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
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}
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void AProjectile::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AProjectile::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Projectile.generated.h"
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UCLASS()
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class BLASTER_API AProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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AProjectile();
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virtual void Tick(float DeltaTime) override;
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protected:
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virtual void BeginPlay() override;
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public:
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UPROPERTY(EditAnywhere)
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class UBoxComponent* CollisionBox;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ProjectileWeapon.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Weapon.h"
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#include "ProjectileWeapon.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API AProjectileWeapon : public AWeapon
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{
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GENERATED_BODY()
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};
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