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
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!"));
}
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。