[Mono-ue] How to set the Default Player Character in Game Mode
Ryan Burnham
nitro52 at iinet.net.au
Wed Dec 31 11:18:35 UTC 2014
Hi All,
So I thought I would try to go through the Gettings Started: Introduction to
UE4 Programming tutorial
(http://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi)
and convert it to C# using Mono of UE.
This required me to convert the PlayerCharacter to c#. I've gone through and
done this but I'm trying to figure out now how to set it up as the default
player character. Basing it on this tutorial
https://wiki.unrealengine.com/First_Person_Shooter_C%2B%2B_Tutorial I can
see you need to setup a new game mode in code and then initialise the
DefaultPlayerPawn to the blueprint inherited from the custom
PlayerCharacter. In C++ it looks like this
AFPSGameMode::AFPSGameMode(const class FPostConstructInitializeProperties&
PCIP)
: Super(PCIP)
{
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FObjectFinder<UBlueprint>
PlayerPawnObject(TEXT("Blueprint'/Game/Blueprints/BP_FPSCharacter.BP_FPSChar
acter'"));
if (PlayerPawnObject.Object != NULL)
{
DefaultPawnClass =
(UClass*)PlayerPawnObject.Object->GeneratedClass;
}
}
I'm no C++ expert so I'm not sure if I am missing something but I can't
figure out how to convert this in the C# Mono for UE equivalent. So far I
have this
public class CSharpGameMode : GameMode
{
// Constructor called when creating or loading an object
protected CSharpGameMode(PostConstructInitializeProperties pcip) :
base(pcip)
{
var playerPawnObject = new ObjectFinder<Blueprint>();
playerPawnObject.Initialize("Blueprint'/Game/Blueprints/PlayerCharacter.Play
erCharacter'");
if (playerPawnObject.Object != null)
{
DefaultPawnClass = //<------- How do i get SubclassOf
<Pawn> from the ObjectFinder;
}
}
// Constructor for hot-reloading. UProperties will already be
initialized, but any purely managed fields or data
// will need to be set up
protected CSharpGameMode(IntPtr nativeObject) : base(nativeObject)
{
}
}
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