ue4 1官网编程指南总结

https://docs.unrealengine.com/latest/CHN/index.html

中编程指南


快速入门 actor生命周期

FloatingActor.h

#pragma once
#include "GameFramework/Actor.h"
#include "FloatingActor.generated.h"
UCLASS()
class QUICKSTART_API AFloatingActor : public AActor
{
    GENERATED_BODY()
public: 
    // 设置此actor属性的默认值
    AFloatingActor();
    virtual void BeginPlay() override;
    virtual void Tick( float DeltaSeconds ) override;
    float RunningTime;
};

FloatingActor.cpp

#include "QuickStart.h"
#include "FloatingActor.h"

// 设置默认值
AFloatingActor::AFloatingActor()
{
    // 将此actor设置为在每一帧都调用Tick()。  如果您不需要这项功能,您可以关闭它以改善性能。
    PrimaryActorTick.bCanEverTick = true;
}

// 当游戏开始或生成时调用
void AFloatingActor::BeginPlay()
{
    Super::BeginPlay();
}

// 在每一帧调用
void AFloatingActor::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

    FVector NewLocation = GetActorLocation();
    float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
    NewLocation.Z += DeltaHeight * 20.0f;      //把高度以20的系数进行缩放
    RunningTime += DeltaTime;
    SetActorLocation(NewLocation);
}


获取设置本地位置

1 GetActorLocation(),SetActorLocation(FVector v)


数学函数库

2 FMath


3 UCLASS() - 告知虚幻引擎生成类的反射数据。类必须派生自 UObject。
USTRUCT() - 告知虚幻引擎生成结构体的反射数据。
GENERATED_BODY() - UE4 使用它替代为类型生成的所有必需样板文件代码。
UPROPERTY() - 使 UCLASS 或 USTRUCT 的成员变量可用作 UPROPERTY。UPROPERTY 用途广泛。它允许变量被复制、被序列化,并可从蓝图中进行访问。垃圾回收器还使用它们来追踪对 UObject 的引用数。

UFUNCTION() - 使 UCLASS 或 USTRUCT 的类方法可用作 UFUNCTION。UFUNCTION 允许类方法从蓝图中被调用,并在其他资源中用作 RPC。



玩家输入与Pawns

MyPawn.h
#pragma once

#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"

UCLASS()
class HOWTO_PLAYERINPUT_API AMyPawn : public APawn
{
    GENERATED_BODY()
public:
    // 设置默认值
    AMyPawn();
    // 当游戏开始或生成时调用
    virtual void BeginPlay() override;
    // 在每一帧调用
    virtual void Tick(float DeltaSeconds) override;
    // 调用以绑定功能到输入
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;//  nafio info 这个是override的
    UPROPERTY(EditAnywhere)
    USceneComponent* OurVisibleComponent;
    // 输入函数
    void Move_XAxis(float AxisValue);
    void Move_YAxis(float AxisValue);
    void StartGrowing();
    void StopGrowing();
    //输入变量
    FVector CurrentVelocity;
    bool bGrowing;
};


MyPawn.cpp
#include "HowTo_PlayerInput.h"
#include "MyPawn.h"

// 设置默认值
AMyPawn::AMyPawn()
{
    // 将此pawn设置为在每一帧都调用Tick()。  如果您不需要这项功能,您可以关闭它以改善性能。
    PrimaryActorTick.bCanEverTick = true;

    // 将此pawn设置为由最低数量的玩家进行控制
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    // 创建一个可供添加对象的空根组件。
    RootComponent = CreateDefaultSubobject(TEXT("RootComponent"));
    // 创建相机和可见项目
    UCameraComponent* OurCamera = CreateDefaultSubobject(TEXT("OurCamera"));
    OurVisibleComponent = CreateDefaultSubobject(TEXT("OurVisibleComponent"));
    // 附加相机和可见对象到根组件。 偏移并旋转相机。
    OurCamera->AttachTo(RootComponent);
    OurCamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.0f));
    OurCamera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.0f));
    OurVisibleComponent->AttachTo(RootComponent);
}

// 当游戏开始或生成时调用
void AMyPawn::BeginPlay()
{
    Super::BeginPlay();

}

// 在每一帧调用
void AMyPawn::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    // 基于"Grow"操作来处理增长和收缩
    {
        float CurrentScale = OurVisibleComponent->GetComponentScale().X;
        if (bGrowing)
        {
            //  在一秒的时间内增长到两倍的大小
            CurrentScale += DeltaTime;
        }
        else
        {
            // 随着增长收缩到一半
            CurrentScale -= (DeltaTime * 0.5f);
        }
        // 确认永不低于起始大小,或增大之前的两倍大小。
        CurrentScale = FMath::Clamp(CurrentScale, 1.0f, 2.0f);
        OurVisibleComponent->SetWorldScale3D(FVector(CurrentScale));
    }

    // 基于"MoveX"和 "MoveY"坐标轴来处理移动
    {
        if (!CurrentVelocity.IsZero())
        {
            FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
            SetActorLocation(NewLocation);
        }
    }
}

// 调用以绑定功能到输入
void AMyPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    Super::SetupPlayerInputComponent(InputComponent);

    // 在按下或松开"Grow"键时进行响应。
    InputComponent->BindAction("Grow", IE_Pressed, this, &AMyPawn::StartGrowing);
    InputComponent->BindAction("Grow", IE_Released, this, &AMyPawn::StopGrowing);

    // 在每一帧都对两个移动坐标轴的值进行响应,它们分别是"MoveX"和"MoveY"。
    InputComponent->BindAxis("MoveX", this, &AMyPawn::Move_XAxis);
    InputComponent->BindAxis("MoveY", this, &AMyPawn::Move_YAxis);
}

void AMyPawn::Move_XAxis(float AxisValue)
{
    // 以每秒100单位的速度向前或向后移动
    CurrentVelocity.X = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}

void AMyPawn::Move_YAxis(float AxisValue)
{
    // 以每秒100单位的速度向右或向左移动
    CurrentVelocity.Y = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}

void AMyPawn::StartGrowing()
{
    bGrowing = true;
}

void AMyPawn::StopGrowing()
{
    bGrowing = false;
}


1 SetupPlayerInputCompnent复写了pawn的方法,用于注册输入

actor->pawn(加了接收输入信息方法)->character(加了走动)

输入绑定略...


2 AutoPossessPlayer = EAutoReceiveInput::Player0;

这句翻译应该有问题,应该是由player0输入来控制当前这个pawn


3 DeltaTime一次循环时间间隔


游戏控制相机

//Find the actor that handles control for the local player.
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
OurPlayerController->GetViewTarget();//获取当前Controller相机
OurPlayerController->SetViewTarget(CameraOne);//直接切换到相机1
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);//平滑切换到相机2

获取controller原型
static APlayerController * GetPlayerController
(
    const UObject * WorldContextObject,
    int32 PlayerIndex
)
Returns the player controller at the specified player index
第一个UObject类型参数这里传的是actor获取的就是这个actor的第index个controller


变量,定时器和事件

Countdown.h
#pragma once

#include "GameFramework/Actor.h"
#include "Countdown.generated.h"

UCLASS()
class HOWTO_VTE_API ACountdown : public AActor
{
    GENERATED_BODY()

public: 
    // 设置该 actor 属性的默认值
    ACountdown();

    // 游戏开始时或生成时调用
    virtual void BeginPlay() override;

    // 每帧调用
    virtual void Tick( float DeltaSeconds ) override;

    //倒计时运行时长,按秒计
    UPROPERTY(EditAnywhere)
    int32 CountdownTime;

    UTextRenderComponent* CountdownText;

    void UpdateTimerDisplay();

    void AdvanceTimer();

    UFUNCTION(BlueprintNativeEvent)
    void CountdownHasFinished();
    virtual void CountdownHasFinished_Implementation();

    FTimerHandle CountdownTimerHandle;
};

Countdown.cpp
#include "HowTo_VTE.h"
#include "Countdown.h"

// 设置默认值
ACountdown::ACountdown()
{
    // 将此 actor 设为每帧调用 Tick()。不需要时可将此关闭,以提高性能。
    PrimaryActorTick.bCanEverTick = false;

    CountdownText = CreateDefaultSubobject(TEXT("CountdownNumber"));
    CountdownText->SetHorizontalAlignment(EHTA_Center);
    CountdownText->SetWorldSize(150.0f);
    RootComponent = CountdownText;

    CountdownTime = 3;
}

// 游戏开始时或生成时调用
void ACountdown::BeginPlay()
{
    Super::BeginPlay();

    UpdateTimerDisplay();
    GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);
}

// 每帧调用
void ACountdown::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

}

void ACountdown::UpdateTimerDisplay()
{
    CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, 0)));
}

void ACountdown::AdvanceTimer()
{
    --CountdownTime;
    UpdateTimerDisplay();
    if (CountdownTime < 1)
    {
        // 倒计时结束,停止运行定时器。
        GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
        //在定时器结束时按需要执行特殊操作。
        CountdownHasFinished();
    }
}

void ACountdown::CountdownHasFinished_Implementation()
{
    //改为一个特殊的读出
    CountdownText->SetText(TEXT("GO!"));
}

1 FTimerHandle CountdownTimerHandle;定时器
调用方法
2 BeginPlay中设置定时器事件
GetWorldTimerManager().SetTimer(CountdownTimerHandle, this, &ACountdown::AdvanceTimer, 1.0f, true);
3 定时执行AdvanceTimer函数
4 手动计时,到达后使用
 GetWorldTimerManager().ClearTimer(CountdownTimerHandle);
停止计时器



玩家控制的相机

输入绑定略
PawnWithCamera.h
#pragma once

#include "GameFramework/Pawn.h"
#include "PawnWithCamera.generated.h"

UCLASS()
class HOWTO_PLAYERCAMERA_API APawnWithCamera : public APawn
{
    GENERATED_BODY()

public:
    // 设置此pawn属性的默认值
    APawnWithCamera();

    // 当游戏开始或生成时调用
    virtual void BeginPlay() override;

    // 在每一帧调用
    virtual void Tick( float DeltaSeconds ) override;

    // 调用以绑定功能到输入
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

protected:
    UPROPERTY(EditAnywhere)
    USpringArmComponent* OurCameraSpringArm;
    UCameraComponent* OurCamera;

    //输入变量
    FVector2D MovementInput;
    FVector2D CameraInput;
    float ZoomFactor;
    bool bZoomingIn;

    // 输入函数
    void MoveForward(float AxisValue);
    void MoveRight(float AxisValue);
    void PitchCamera(float AxisValue);
    void YawCamera(float AxisValue);
    void ZoomIn();
    void ZoomOut();
};

PawnWithCamera.cpp
#include "HowTo_PlayerCamera.h"
#include "PawnWithCamera.h"

// 设置默认值
APawnWithCamera::APawnWithCamera()
{
    // 将此pawn设置为在每一帧都调用Tick()。  如果您不需要这项功能,您可以关闭它以改善性能。
    PrimaryActorTick.bCanEverTick = true;

    //创建组件
    RootComponent = CreateDefaultSubobject(TEXT("RootComponent"));
    OurCameraSpringArm = CreateDefaultSubobject(TEXT("CameraSpringArm"));
    OurCameraSpringArm->AttachTo(RootComponent);
    OurCameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
    OurCameraSpringArm->TargetArmLength = 400.f;
    OurCameraSpringArm->bEnableCameraLag = true;
    OurCameraSpringArm->CameraLagSpeed = 3.0f;
    OurCamera = CreateDefaultSubobject(TEXT("GameCamera"));
    OurCamera->AttachTo(OurCameraSpringArm, USpringArmComponent::SocketName);

    //控制默认玩家
    AutoPossessPlayer = EAutoReceiveInput::Player0;
}

// 当游戏开始或生成时调用
void APawnWithCamera::BeginPlay()
{
    Super::BeginPlay();

}

// 在每一帧调用
void APawnWithCamera::Tick( float DeltaTime )
{
    Super::Tick(DeltaTime);

    //如果按下了放大按钮则放大,否则就缩小
    {
        if (bZoomingIn)
        {
            ZoomFactor += DeltaTime / 0.5f;         //Zoom in over half a second
        }
        else
        {
            ZoomFactor -= DeltaTime / 0.25f;        //Zoom out over a quarter of a second
        }
        ZoomFactor = FMath::Clamp(ZoomFactor, 0.0f, 1.0f);
        // 基于ZoomFactor来混合相机的视域和弹簧臂的长度
        OurCamera->FieldOfView = FMath::Lerp(90.0f, 60.0f, ZoomFactor);
        OurCameraSpringArm->TargetArmLength = FMath::Lerp(400.0f, 300.0f, ZoomFactor);
    }

    //选择actor的偏转,这样将会旋转相机,因为相机附着于actor
    {
        FRotator NewRotation = GetActorRotation();
        NewRotation.Yaw += CameraInput.X;
        SetActorRotation(NewRotation);
    }

    // 选择相机的倾斜,但对其进行限制,这样我们将总是向下看
    {
        FRotator NewRotation = OurCameraSpringArm->GetComponentRotation();
        NewRotation.Pitch = FMath::Clamp(NewRotation.Pitch + CameraInput.Y, -80.0f, -15.0f);
        OurCameraSpringArm->SetWorldRotation(NewRotation);
    }

    // 基于"MoveX"和 "MoveY"轴来处理移动
    {
        if (!MovementInput.IsZero())
        {
            // 把移动输入轴的值每秒缩放100个单位
            MovementInput = MovementInput.SafeNormal() * 100.0f;
            FVector NewLocation = GetActorLocation();
            NewLocation += GetActorForwardVector() * MovementInput.X * DeltaTime;
            NewLocation += GetActorRightVector() * MovementInput.Y * DeltaTime;
            SetActorLocation(NewLocation);
        }
    }
}

// 调用以绑定功能到输入
void APawnWithCamera::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    Super::SetupPlayerInputComponent(InputComponent);

    // 绑定事件到"ZoomIn"
    InputComponent->BindAction("ZoomIn", IE_Pressed, this, &APawnWithCamera::ZoomIn);
    InputComponent->BindAction("ZoomIn", IE_Released, this, &APawnWithCamera::ZoomOut);

    //为四条轴绑定每帧的处理
    InputComponent->BindAxis("MoveForward", this, &APawnWithCamera::MoveForward);
    InputComponent->BindAxis("MoveRight", this, &APawnWithCamera::MoveRight);
    InputComponent->BindAxis("CameraPitch", this, &APawnWithCamera::PitchCamera);
    InputComponent->BindAxis("CameraYaw", this, &APawnWithCamera::YawCamera);
}

// 输入函数
void APawnWithCamera::MoveForward(float AxisValue)
{
    MovementInput.X = FMath::Clamp(AxisValue, -1.0f, 1.0f);
}

void APawnWithCamera::MoveRight(float AxisValue)
{
    MovementInput.Y = FMath::Clamp(AxisValue, -1.0f, 1.0f);
}

void APawnWithCamera::PitchCamera(float AxisValue)
{
    CameraInput.Y = AxisValue;
}

void APawnWithCamera::YawCamera(float AxisValue)
{
    CameraInput.X = AxisValue;
}

void APawnWithCamera::ZoomIn()
{
    bZoomingIn = true;
}

void APawnWithCamera::ZoomOut()
{
    bZoomingIn = false;
}

1 创建组件,RootCompnent是Actore的根节点,USceneComponent应该类似Transform,空节点,TEXT后面是组件节点名称
 RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
类似的有,创建弹簧臂组件
OurCameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));


2 绑定到父节点,AttachTo
OurCameraSpringArm->AttachTo(RootComponent);

3 获取设置Actor相关属性
GetActorRotation();
SetActorRotation(NewRotation);

4 四元数旋转操作
 FRotator NewRotation = OurCameraSpringArm->GetComponentRotation();
 NewRotation.Pitch = FMath::Clamp(NewRotation.Pitch + CameraInput.Y, -80.0f, -15.0f);
 OurCameraSpringArm->SetWorldRotation(NewRotation);

5 FVector2获取单位向量,3维向量是FVector
 FVector2 MovementInput = MovementInput.SafeNormal()

6 获取Actor 朝向相关
GetActorForwardVector()
GetActorRightVector()


组件和碰撞

CollidingPawn.h

// 版权所有 1998-2017 Epic Games, Inc. 保留所有权利。

#pragma once

#include "GameFramework/Pawn.h"
#include "CollidingPawn.generated.h"

UCLASS()
class HOWTO_COMPONENTS_API ACollidingPawn : public APawn
{
    GENERATED_BODY()

public:
    // 设置该 pawn 属性的默认值
    ACollidingPawn();

    // 游戏开始时或生成时调用
    virtual void BeginPlay() override;

    // 每帧调用
    virtual void Tick( float DeltaSeconds ) override;

    // 调用后将功能绑定到输入
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

    UParticleSystemComponent* OurParticleSystem;
    class UCollidingPawnMovementComponent* OurMovementComponent;

    virtual UPawnMovementComponent* GetMovementComponent() const override;

    void MoveForward(float AxisValue);
    void MoveRight(float AxisValue);
    void Turn(float AxisValue);
    void ParticleToggle();
};

CollidingPawn.cpp

// 版权所有 1998-2017 Epic Games, Inc. 保留所有权利。

#include "HowTo_Components.h"
#include "CollidingPawn.h"
#include "CollidingPawnMovementComponent.h"

// 设置默认值
ACollidingPawn::ACollidingPawn()
{
    // 将此 pawn 设为每帧调用 Tick()。不需要时可将此关闭,以提高性能。
    PrimaryActorTick.bCanEverTick = true;

    // 我们的根组件是对物理作出反应的球体
    USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
    RootComponent = SphereComponent;
    SphereComponent->InitSphereRadius(40.0f);
    SphereComponent->SetCollisionProfileName(TEXT("Pawn"));

    // 创建并放置一个网格体组件,以便了解球体的所在位置
    UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
    SphereVisual->AttachTo(RootComponent);
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
    if (SphereVisualAsset.Succeeded())
    {
        SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
        SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
        SphereVisual->SetWorldScale3D(FVector(0.8f));
    }

    // 创建一个可启用或停用的粒子系统
    OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
    OurParticleSystem->AttachTo(SphereVisual);
    OurParticleSystem->bAutoActivate = false;
    OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
    static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
    if (ParticleAsset.Succeeded())
    {
        OurParticleSystem->SetTemplate(ParticleAsset.Object);
    }

    // 使用弹簧臂让摄像机运动平稳而自然。
    USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
    SpringArm->AttachTo(RootComponent);
    SpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f);
    SpringArm->TargetArmLength = 400.0f;
    SpringArm->bEnableCameraLag = true;
    SpringArm->CameraLagSpeed = 3.0f;

    // 创建一个摄像机,将其附着到弹簧臂
    UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
    Camera->AttachTo(SpringArm, USpringArmComponent::SocketName);

    // 掌控默认玩家
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    // 创建移动组件的一个实例,并告知其更新根组件。
    OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
    OurMovementComponent->UpdatedComponent = RootComponent;
}

// 游戏开始时或生成时调用
void ACollidingPawn::BeginPlay()
{
    Super::BeginPlay();

}

// 每帧调用
void ACollidingPawn::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

}

// 调用后将功能绑定到输入
void ACollidingPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    Super::SetupPlayerInputComponent(InputComponent);

    InputComponent->BindAction("ParticleToggle", IE_Pressed, this, &ACollidingPawn::ParticleToggle);

    InputComponent->BindAxis("MoveForward", this, &ACollidingPawn::MoveForward);
    InputComponent->BindAxis("MoveRight", this, &ACollidingPawn::MoveRight);
    InputComponent->BindAxis("Turn", this, &ACollidingPawn::Turn);
}

UPawnMovementComponent* ACollidingPawn::GetMovementComponent() const
{
    return OurMovementComponent;
}

void ACollidingPawn::MoveForward(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
    }
}

void ACollidingPawn::MoveRight(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
    }
}

void ACollidingPawn::Turn(float AxisValue)
{
    FRotator NewRotation = GetActorRotation();
    NewRotation.Yaw += AxisValue;
    SetActorRotation(NewRotation);
}

void ACollidingPawn::ParticleToggle()
{
    if (OurParticleSystem && OurParticleSystem->Template)
    {
        OurParticleSystem->ToggleActive();
    }
}

CollidingPawnMovementComponent.h

// 版权所有 1998-2017 Epic Games, Inc. 保留所有权利。

#pragma once

#include "GameFramework/PawnMovementComponent.h"
#include "CollidingPawnMovementComponent.generated.h"

/**
 * 
 */
UCLASS()
class HOWTO_COMPONENTS_API UCollidingPawnMovementComponent : public UPawnMovementComponent
{
    GENERATED_BODY()

public:
    virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;  
};

CollidingPawnMovementComponent.cpp

// 版权所有 1998-2017 Epic Games, Inc. 保留所有权利。

#include "HowTo_Components.h"
#include "CollidingPawnMovementComponent.h"

void UCollidingPawnMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

    // 确保所有内容仍然有效,并允许移动。
    if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
    {
        return;
    }

    // 获取(然后清除)在 ACollidingPawn::Tick 设置的移动矢量。
    FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;
    if (!DesiredMovementThisFrame.IsNearlyZero())
    {
        FHitResult Hit;
        SafeMoveUpdatedComponent(DesiredMovementThisFrame, UpdatedComponent->GetComponentRotation(), true, Hit);

        // 如碰到物体,尝试沿其滑动
        if (Hit.IsValidBlockingHit())
        {
            SlideAlongSurface(DesiredMovementThisFrame, 1.f - Hit.Time, Hit.Normal, Hit);
        }
    }
};

1 创建一个静态网格组件,并使用资源填充
// 创建并放置一个网格体组件,以便了解球体的所在位置
    UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
    SphereVisual->AttachTo(RootComponent);
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
    if (SphereVisualAsset.Succeeded())
    {
        SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
        SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
        SphereVisual->SetWorldScale3D(FVector(0.8f));
    }
2 创建一个粒子组件,并用外部资源填充

 OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
    OurParticleSystem->AttachTo(SphereVisual);
    OurParticleSystem->bAutoActivate = false;
    OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
    static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
    if (ParticleAsset.Succeeded())
    {
        OurParticleSystem->SetTemplate(ParticleAsset.Object);
    }

具体运动组件部分暂时略过。


转载于:https://www.cnblogs.com/nafio/p/9137081.html

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