我是虚幻引擎的新手。我正在尝试创建一个基本的游戏,在该游戏中您可以控制球并在周围滚动,以免掉出管子或其他东西。我的球看起来像这样:
PlayerBall.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "PlayerBall.generated.h"
UCLASS()
class ROLLINGBALL_API APlayerBall : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
APlayerBall();
UPROPERTY(VisibleAnywhere, Category="Mesh")
UStaticMeshComponent* Mesh;
UPROPERTY(VisibleAnywhere, Category="Camera")
class UCameraComponent* Camera;
protected:
// Called when the game starts or when spawned
void BeginPlay() override;
public:
// Called every frame
void Tick(float DeltaTime) override;
// Called to bind functionality to input
void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
PlayerBall.cpp
#include "PlayerBall.h"
#include "Camera/CameraComponent.h"
// Sets default values
APlayerBall::APlayerBall() {
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
const ConstructorHelpers::FObjectFinder<UStaticMesh> SphereRef(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'"));
Mesh->SetStaticMesh(SphereRef.Object);
Mesh->SetSimulatePhysics(true);
Mesh->SetEnableGravity(true);
SetRootComponent(Mesh);
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetRelativeLocation(FVector(-500.0f, 0.0f, 0.0f));
Camera->SetupAttachment(RootComponent);
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
// Called when the game starts or when spawned
void APlayerBall::BeginPlay() {
Super::BeginPlay();
}
// Called every frame
void APlayerBall::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APlayerBall::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
我还有其他障碍和障碍。但是,我也想要一些障碍物,如果它撞到你,就会杀死你。我想要APlayerBall
类中的某种方法,该方法在命中时被调用,然后可以检查所命中的actor的类型。我能做什么?我使用什么组件?n我在文档中花了一个小时,但找不到任何东西。
我尝试添加RecieveHit
方法,但是它说它不会从超类中重写。我这样添加它:
void ReceiveHit
(
class UPrimitiveComponent * MyComp,
AActor * Other,
class UPrimitiveComponent * OtherComp,
bool bSelfMoved,
FVector HitLocation,
FVector HitNormal,
FVector NormalImpulse,
const FHitResult & Hit
) override;
这将是AActor::ReceiveHit,因为PlayerBall继承自APawn,而APawn继承自AActor。
所以我终于得到了答案。我需要使用一个看起来像这样的函数:
void APlayerBall::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("HIT"));
}
您将UE_LOG(LogTemp, Warning, TEXT("HIT"));
替换为所需的位置。然后在构造函数中添加以下内容:
Mesh->OnComponentBeginOverlap.AddDynamic(this, &APlayerBall::OnOverlapBegin);
其中Mesh
是您拥有的UStaticMeshComponent
的名称。当我运行它时,它记录为HIT
。另外,请确保在头文件中将其标记为UFUNCTION
,否则您的代码将无法编译。
我需要帮助的唯一部分是参数。我可以得到OtherActor
是打你的演员,OverlappedComp
是重叠的元素,OtherComp
是打你的元素,但我不明白其他人的意思。