UParticleSystemComponent* EffectComp;//添加粒子效果UPROPERTY(EditDefaultsOnly) UParticleSystem* HitFX;//粒子碰撞后销毁UFUNCTION()voidOnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector Normallpulse,constFHitResult& SweepResult); public:// Called ever...
首先在头文件中添加: UFUNCTION()voidOnOverlapBegin(classAActor* OtherActor,classUPrimitiveComponent* OtherComp, int32 OtherBodyIndex,boolbFromSweep,constFHitResult& SweepResult); OnOverlapBegin为自己定义的碰撞函数 然后在Cpp文件中的SetupPlayerInputComponent函数中添加绑定函数: StartCollectionSphere->OnCompone...
UFUNCTION() voidOnCollision(classAActor*OtherActor,classUPrimitiveComponent*OtherComp,int32OtherBodyIndex,boolbFromSweep,constFHitResult&SweepResult); 1. 2. 然后在 PacManCharacter.cpp 文件中的 SetupPlayerInputComponent 函数中添加绑定函数: GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this,&Pac...
为了解决这个问题,应将OnComponentBeginOverlap事件绑定从构造函数移动到AAHomingProjectile类的BeginPlay方法。这确保了在组件完全初始化并注册后才绑定事件。采取的步骤如下: 构造函数:只创建和设置组件,而不绑定重叠事件。 BeginPlay:绑定OnComponentBeginOverlap事件,确保所有组件准备就绪。 修改后的代码示例 AAHomingProject...
void OnCollision(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); 然后在 PacManCharacter.cpp 文件中的 SetupPlayerInputComponent 函数中添加绑定函数: GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &Pac...
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this,&PacManCharacter::OnCollision); 碰撞函数的实现: voidPacManCharacter::OnCollision(classAActor*OtherActor,classUPrimitiveComponent*OtherComp,int32 OtherBodyIndex,boolbFromSweep,constFHitResult&SweepResult){GEngine->AddOnScreenDebugMessage(0,1.0f,...
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitive...
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &PacManCharacter::OnCollision); 碰撞函数的实现: void PacManCharacter::OnCollision(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){GEngine->AddOnScreenDe...
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &PacManCharacter::OnCollision); 碰撞函数的实现: void PacManCharacter::OnCollision(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){GEngine->AddOnScreenDe...
蓝图(blueprint)是一种以C++为编译目标的可视化编程语言,首次出现在虚幻引擎4中,实质上也是为了紧跟...