Make vehicle controller inherit AController instead of APlayerController

This commit is contained in:
nsubiron 2019-06-04 18:15:46 +02:00
parent 9e93fca6cc
commit 86e5e36f4d
2 changed files with 4 additions and 10 deletions

View File

@ -94,7 +94,7 @@ AWheeledVehicleAIController::AWheeledVehicleAIController(const FObjectInitialize
AWheeledVehicleAIController::~AWheeledVehicleAIController() {}
// =============================================================================
// -- APlayerController --------------------------------------------------------
// -- AController --------------------------------------------------------------
// =============================================================================
void AWheeledVehicleAIController::OnPossess(APawn *aPawn)

View File

@ -8,7 +8,7 @@
#include <queue>
#include "GameFramework/PlayerController.h"
#include "GameFramework/Controller.h"
#include "Traffic/TrafficLightState.h"
#include "Vehicle/VehicleControl.h"
@ -21,7 +21,7 @@ class URoadMap;
/// Wheeled vehicle controller with optional AI.
UCLASS()
class CARLA_API AWheeledVehicleAIController : public APlayerController
class CARLA_API AWheeledVehicleAIController final : public AController
{
GENERATED_BODY()
@ -38,7 +38,7 @@ public:
/// @}
// ===========================================================================
/// @name APlayerController overrides
/// @name Controller overrides
// ===========================================================================
/// @{
@ -75,12 +75,6 @@ public:
return Vehicle;
}
UFUNCTION(Category = "Wheeled Vehicle Controller", BlueprintCallable)
virtual bool IsPossessingThePlayer() const
{
return false;
}
/// @}
// ===========================================================================
/// @name Control options