Created GripAttachment Class and Added Grip Socket to pistol

This commit is contained in:
MH261677 2024-03-20 16:07:22 +00:00
parent 343ee8f985
commit e2449fe185
4 changed files with 64 additions and 3 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "GripAttachmentClass.h"
// Sets default values for this component's properties
UGripAttachmentClass::UGripAttachmentClass()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UGripAttachmentClass::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UGripAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "GripAttachmentClass.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class ENDLESSVENDETTA_API UGripAttachmentClass : public USceneComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UGripAttachmentClass();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};