我使用的是虚幻引擎4.25版本。我创建了一个角色,并将其放在一个空白模板上。该角色在编辑器中是可见的,但一旦点击播放按钮,该角色就变得不可见了。我试图用我的代码来移动这个对象。
下面是代码。
MyActor. cpp
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// 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;
Dimensions = FVector(10, 0, 0);
AxisVector = FVector(1, 0, 0);
Location = FVector(1, 0, 0);
Multiplier = 50.f;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Updates the angle of the object
AngleAxis += DeltaTime * Multiplier;
if (AngleAxis >= 360.0f)
{
AngleAxis = 0;
}
//Rotates around axis
FVector RotateValue = Dimensions.RotateAngleAxis(AngleAxis, AxisVector);
Location.X += RotateValue.X;
Location.Y += RotateValue.Y;
Location.Z += RotateValue.Z;
SetActorLocation(Location, false, 0, ETeleportType::None);
}
MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class ROBOTEURS_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// declare our float variables
UPROPERTY(EditAnywhere, Category = Movement)
float AngleAxis;
UPROPERTY(EditAnywhere, Category = Movement)
FVector Dimensions;
UPROPERTY(EditAnywhere, Category = Movement)
FVector AxisVector;
UPROPERTY(EditAnywhere, Category = Movement)
FVector Location;
UPROPERTY(EditAnywhere, Category = Movement)
float Multiplier;
};
到底是什么地方出了问题?
这就解决了,我没有创建一个网格。https:/www.youtube.comwatch?v=30XEdBoPw6c
我添加了以下内容。
.cpp
AMyActor::AMyActor()
{
...
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
RootComponent = Root;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
Mesh->AttachTo(Root);
...
}
.h
public:
...
UPROPERTY()
USceneComponent* Root;
UPROPERTY(EditAnywhere)
UStaticMeshComponent* Mesh;
...