change pointers to use TObjectPtr

This commit is contained in:
Caleb Buhungiro
2025-06-25 16:06:54 +08:00
parent 8763e041ba
commit 3087d07dfc
10 changed files with 33 additions and 18 deletions

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@@ -5,7 +5,7 @@
#include "Net/UnrealNetwork.h" #include "Net/UnrealNetwork.h"
void UCAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const void UCAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{ {
Super::GetLifetimeReplicatedProps(OutLifetimeProps); Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Health, COND_None, REPNOTIFY_Always); DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Health, COND_None, REPNOTIFY_Always);
@@ -18,6 +18,7 @@ void UCAttributeSet::OnRep_Health(const FGameplayAttributeData& OldValue)
{ {
GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, Health, OldValue); GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, Health, OldValue);
} }
void UCAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue) void UCAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue)
{ {
GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MaxHealth, OldValue); GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MaxHealth, OldValue);

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@@ -14,7 +14,7 @@ void ACPlayerController::OnPossess(APawn* InPawn)
} }
} }
void ACPlayerController::AcknowledgePossession(class APawn* P) void ACPlayerController::AcknowledgePossession(APawn* P)
{ {
Super::AcknowledgePossession(P); Super::AcknowledgePossession(P);
if (CPlayerCharacter = Cast<ACPlayerCharacter>(P); IsValid(CPlayerCharacter)) if (CPlayerCharacter = Cast<ACPlayerCharacter>(P); IsValid(CPlayerCharacter))

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@@ -6,6 +6,8 @@
#include "Animation/AnimInstance.h" #include "Animation/AnimInstance.h"
#include "CAnimInstance.generated.h" #include "CAnimInstance.generated.h"
class UCharacterMovementComponent;
UCLASS() UCLASS()
class CRUNCH_API UCAnimInstance : public UAnimInstance class CRUNCH_API UCAnimInstance : public UAnimInstance
{ {
@@ -45,9 +47,9 @@ public:
private: private:
UPROPERTY() UPROPERTY()
ACharacter* OwnerCharacter; TObjectPtr<ACharacter> OwnerCharacter;
UPROPERTY() UPROPERTY()
class UCharacterMovementComponent* OwnerMovementComp; TObjectPtr<UCharacterMovementComponent> OwnerMovementComp;
UPROPERTY() UPROPERTY()
float Speed{0.f}; float Speed{0.f};
float YawSpeed{0.f}; float YawSpeed{0.f};

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@@ -27,7 +27,7 @@ public:
private: private:
UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects") UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
UCAbilitySystemComponent* CAbilitySystemComponent; TObjectPtr<UCAbilitySystemComponent> CAbilitySystemComponent;
UPROPERTY(BlueprintReadOnly, Category="Gameplay Effects", meta=(AllowPrivateAccess=true)) UPROPERTY(BlueprintReadOnly, Category="Gameplay Effects", meta=(AllowPrivateAccess=true))
const UCAttributeSet* CAttributeSet; TObjectPtr<UCAttributeSet> CAttributeSet;
}; };

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@@ -6,6 +6,10 @@
#include "CCharacter.h" #include "CCharacter.h"
#include "CPlayerCharacter.generated.h" #include "CPlayerCharacter.generated.h"
class UInputAction;
class UInputMappingContext;
class UCameraComponent;
class USpringArmComponent;
struct FInputActionValue; struct FInputActionValue;
UCLASS() UCLASS()
@@ -26,21 +30,21 @@ public:
private: private:
UPROPERTY(VisibleDefaultsOnly, Category= "View") UPROPERTY(VisibleDefaultsOnly, Category= "View")
class USpringArmComponent* CameraBoom; TObjectPtr<USpringArmComponent> CameraBoom;
UPROPERTY(VisibleDefaultsOnly, Category= "View") UPROPERTY(VisibleDefaultsOnly, Category= "View")
class UCameraComponent* ViewCamera; TObjectPtr<UCameraComponent> ViewCamera;
UPROPERTY(EditDefaultsOnly, Category= "View") UPROPERTY(EditDefaultsOnly, Category= "View")
FRotator RotationRate{FRotator(0.0f, 720.0f, 0.0f)}; FRotator RotationRate{FRotator(0.0f, 720.0f, 0.0f)};
UPROPERTY(EditDefaultsOnly, Category= "Input") UPROPERTY(EditDefaultsOnly, Category= "Input")
class UInputMappingContext* GameplayMappingContext; TObjectPtr<UInputMappingContext> GameplayMappingContext;
UPROPERTY(EditDefaultsOnly, Category= "Input") UPROPERTY(EditDefaultsOnly, Category= "Input")
class UInputAction* JumpInputAction; TObjectPtr<UInputAction> JumpInputAction;
UPROPERTY(EditDefaultsOnly, Category= "Input") UPROPERTY(EditDefaultsOnly, Category= "Input")
UInputAction* LookInputAction; TObjectPtr<UInputAction> LookInputAction;
UPROPERTY(EditDefaultsOnly, Category= "Input") UPROPERTY(EditDefaultsOnly, Category= "Input")
UInputAction* MoveInputAction; TObjectPtr<UInputAction> MoveInputAction;
void HandleLookInput(const FInputActionValue& InputActionValue); void HandleLookInput(const FInputActionValue& InputActionValue);
void HandleMoveInput(const FInputActionValue& InputActionValue); void HandleMoveInput(const FInputActionValue& InputActionValue);

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@@ -1,4 +1,4 @@
// Multipalyer By Caleb // Multiplayer By Caleb
#pragma once #pragma once
@@ -6,6 +6,8 @@
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "CPlayerController.generated.h" #include "CPlayerController.generated.h"
class ACPlayerCharacter;
UCLASS() UCLASS()
class CRUNCH_API ACPlayerController : public APlayerController class CRUNCH_API ACPlayerController : public APlayerController
{ {
@@ -17,5 +19,5 @@ public:
private: private:
UPROPERTY() UPROPERTY()
class ACPlayerCharacter* CPlayerCharacter; TObjectPtr<ACPlayerCharacter> CPlayerCharacter;
}; };

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@@ -23,9 +23,9 @@ private:
UPROPERTY(EditAnywhere, Category="Visual") UPROPERTY(EditAnywhere, Category="Visual")
FLinearColor BarColor; FLinearColor BarColor;
UPROPERTY(EditAnywhere, meta=(BindWidget)) UPROPERTY(EditAnywhere, meta=(BindWidget))
UProgressBar* ProgressBar; TObjectPtr<UProgressBar> ProgressBar;
UPROPERTY(EditAnywhere, meta=(BindWidget)) UPROPERTY(EditAnywhere, meta=(BindWidget))
UTextBlock* ValueText; TObjectPtr<UTextBlock> ValueText;
}; };