文章目录
- 代理绑定BeginOverlap和EndOverlap
- Hit事件的代理绑定
- 碰撞设置
代理绑定BeginOverlap和EndOverlap
首先,创建自定义ActorC++类 MyCustomActor
添加碰撞组件
#include "Components/BoxComponent.h"
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class UBoxComponent *MyBoxComponent;
AMyCustomActor::AMyCustomActor()
{
PrimaryActorTick.bCanEverTick = true;
// 创建组件
MySceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("CustomScene"));
MyMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CustomStaticMesh"));
MyBoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CustomBox"));
}
动态绑定BeginOverlap和EndOverlap
public:
//声明绑定函数
UFUNCTION()
void BeginOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult);
UFUNCTION()
void EndOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex);
// Called when the game starts or when spawned
void AMyCustomActor::BeginPlay()
{
Super::BeginPlay();
MyBoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AMyCustomActor::BeginOverlapFunction);
MyBoxComponent->OnComponentEndOverlap.AddDynamic(this, &AMyCustomActor::EndOverlapFunction);
}
void AMyCustomActor::BeginOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("BeginOverlapFunction !!")));
}
void AMyCustomActor::EndOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("EndOverlapFunction !!")));
}
编译脚本之后
创建刚才脚本的蓝图类 BP_MyCustomActor 并放到场景中
调整碰撞区域大小
然后,添加第三人称人物,并拖拽到场景中
运行之后,碰到和离开都会打印日志
完整的MyCustomActor脚本
MyCustomActor.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
// 引入组件
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/BoxComponent.h"
#include "Components/AudioComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "GameFramework/Actor.h"
#include "MyCustomActor.generated.h"
UCLASS()
class DEMO_API AMyCustomActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyCustomActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// 自定义组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class USceneComponent *MySceneComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class UStaticMeshComponent *MyMeshComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class UBoxComponent *MyBoxComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class UAudioComponent *MyAudioComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyScene")
class UParticleSystemComponent *MyParticleSystemComponent;
//声明绑定函数
UFUNCTION()
void BeginOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult);
UFUNCTION()
void EndOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex);
};
MyCustomActor.cpp
#include "MyCustomActor.h"
// Sets default values
AMyCustomActor::AMyCustomActor()
{
// 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;
// 创建组件
MySceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("CustomScene"));
MyMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CustomStaticMesh"));
MyBoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CustomBox"));
MyAudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("CustomAudio"));
MyParticleSystemComponent = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("CustomParticleSystem"));
// 把组件添加到根组件
RootComponent = MySceneComponent;
MyMeshComponent->SetupAttachment(MySceneComponent);
MyBoxComponent->SetupAttachment(MySceneComponent);
MyAudioComponent->SetupAttachment(MyBoxComponent);
MyParticleSystemComponent->SetupAttachment(MySceneComponent);
}
// Called when the game starts or when spawned
void AMyCustomActor::BeginPlay()
{
Super::BeginPlay();
MyBoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AMyCustomActor::BeginOverlapFunction);
MyBoxComponent->OnComponentEndOverlap.AddDynamic(this, &AMyCustomActor::EndOverlapFunction);
}
// Called every frame
void AMyCustomActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyCustomActor::BeginOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("BeginOverlapFunction !!")));
}
void AMyCustomActor::EndOverlapFunction(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("EndOverlapFunction !!")));
}
Hit事件的代理绑定
以上面同样的方式创建Hit的绑定实现
UFUNCTION()
void HitFunction(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit);
void AMyCustomActor::BeginPlay()
{
Super::BeginPlay();
MyBoxComponent->OnComponentHit.AddDynamic(this, &AMyCustomActor::HitFunction);
}
void AMyCustomActor::HitFunction(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("HitFunction !!")));
}
不同的是修改碰撞设置
这个是绑定BeginOverlap和EndOverlap
这个是Hit事件的代理绑定
Hit事件的代理绑定之后运行 ,当人物尝试一直前进碰到锥体时会一直触发事件
不像BeginOverlap和EndOverlap只会触发一次
碰撞设置
官网上有相关参考文档
为静态网格体设置碰撞体积
组件和碰撞
在C++脚本中设置
// Sets default values
AMyCustomActor::AMyCustomActor()
{
// 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;
// 创建组件
MySceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("CustomScene"));
MyMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CustomStaticMesh"));
MyBoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CustomBox"));
MyAudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("CustomAudio"));
MyParticleSystemComponent = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("CustomParticleSystem"));
// 把组件添加到根组件
RootComponent = MySceneComponent;
MyMeshComponent->SetupAttachment(MySceneComponent);
MyBoxComponent->SetupAttachment(MySceneComponent);
MyAudioComponent->SetupAttachment(MyBoxComponent);
MyParticleSystemComponent->SetupAttachment(MySceneComponent);
/****************************** 设置碰撞 ****************************************/
//碰撞设置
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::ProbeOnly);
MyBoxComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
//碰撞对象类型
MyBoxComponent->SetCollisionObjectType(ECC_WorldStatic);
MyBoxComponent->SetCollisionObjectType(ECC_WorldDynamic);
MyBoxComponent->SetCollisionObjectType(ECC_Pawn);
MyBoxComponent->SetCollisionObjectType(ECC_PhysicsBody);
MyBoxComponent->SetCollisionObjectType(ECC_Vehicle);
MyBoxComponent->SetCollisionObjectType(ECC_Destructible);
//碰撞响应
MyBoxComponent->SetCollisionResponseToAllChannels(ECR_Block);//对所有通道进行设置,响应为Block,阻挡
MyBoxComponent->SetCollisionResponseToAllChannels(ECR_Overlap);//对所有通道进行设置,响应为Overlap,重叠
MyBoxComponent->SetCollisionResponseToAllChannels(ECR_Ignore);//忽略
MyBoxComponent->SetCollisionResponseToChannel(ECC_Pawn,ECR_Overlap);//对单个通道进行响应
MyBoxComponent->SetCollisionResponseToChannel(ECC_WorldStatic,ECR_Block);//对单个通道进行响应
MyBoxComponent->SetCollisionResponseToChannel(ECC_WorldDynamic,ECR_Ignore);//对单个通道进行响应
}