Last active
July 6, 2023 12:17
-
-
Save zerescas/26744490292c7dd7034fb423676a7ed7 to your computer and use it in GitHub Desktop.
Create UStaticMeshComponent variable from C++ | Setup it in Blueprint | Rotate UStaticMeshComponent from C++
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fill out your copyright notice in the Description page of Project Settings. | |
#include "AnotherCamera/Public/RotatingActor.h" | |
// Sets default values | |
ARotatingActor::ARotatingActor() | |
{ | |
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
PrimaryActorTick.bCanEverTick = true; | |
} | |
// Called when the game starts or when spawned | |
void ARotatingActor::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
} | |
// Called every frame | |
void ARotatingActor::Tick(float DeltaTime) | |
{ | |
Super::Tick(DeltaTime); | |
if(RotatingObject) | |
{ | |
RotatingObject->AddRelativeRotation(AddRelativeRotation); | |
} | |
} | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "GameFramework/Actor.h" | |
#include "RotatingActor.generated.h" | |
UCLASS() | |
class ANOTHERCAMERA_API ARotatingActor : public AActor | |
{ | |
GENERATED_BODY() | |
public: | |
// Sets default values for this actor's properties | |
ARotatingActor(); | |
UPROPERTY(BlueprintReadWrite, EditAnywhere) | |
UStaticMeshComponent* RotatingObject; | |
UPROPERTY(BlueprintReadWrite, EditAnywhere) | |
FRotator AddRelativeRotation; | |
protected: | |
// Called when the game starts or when spawned | |
virtual void BeginPlay() override; | |
public: | |
// Called every frame | |
virtual void Tick(float DeltaTime) override; | |
}; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment