Adding Physics and Keybinds in Unreal

#include "PhysicsEngine/PhysicsHandleComponent.h"
UPhysicsHandleComponent* PhysicsHandle = nullptr;
void UGrabber::BeginPlay()
{
Super::BeginPlay();
PhysicsHandle = GetOwner()-> FindComponentByClass<UPhysicsHandleComponent>();}
if (PhysicsHandle)
{
// Physics Handle is found
}
else
{
UE_LOG(LogTemp, Error, TEXT("No Physics Handle component found on %s"), *GetOwner()->GetName());
}
UInputComponent* InputComponent = nullptr;
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent)
{
InputComponent->BindAction("GrabAction", IE_Pressed, this, &UGrabber::GrabFunction);
InputComponent->BindAction("GrabAction", IE_Released, this, &UGrabber::ReleaseFunction);}

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Danny Padron

Danny Padron

Full stack web developer with experience in Ruby on Rails, JavaScript, React and Redux and learning more!

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