AFallingActor::AFallingActor()
{
// 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;
//Initialize a StaticMeshComponent
SM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CubeSM"));
//Enable physics so the cube will fall
SM->SetSimulatePhysics(true);
//You only need to register the OnHit function
SM->OnComponentHit.AddDynamic(this, &AFallingActor::OnHit);
}
void AFallingActor::OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
GLog->Log(*OtherActor->GetName());
}
void AFallingActor::ReceiveHit(UPrimitiveComponent* MyComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
GLog->Log(*OtherActor->GetName());
}