【发布时间】:2021-10-31 10:38:07
【问题描述】:
我首先在 Blueprint 中测试了以下代码,并希望将其翻译成 C++。我正在尝试创建一个带有 triggerSphere 的 npc,它激活 onOverlap 并让 Npc 朝玩家来自的相反方向走开。当我玩虚幻编辑器并靠近 Npc 时,它会崩溃。问题出在 AiController 的 MoveToLocation 上,但我不知道为什么。
这里是 Npc 的 AiController 文件 .h 文件:
#include "CoreMinimal.h"
#include "AIController.h"
#include "SpiderAIController.generated.h"
/**
*
*/
UCLASS()
class SPIDERPROJECT0710_API ASpiderAIController : public AAIController
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
UFUNCTION()
void WalkAway(FVector Location, float Var);
};
.cpp
#include "SpiderAIController.h"
void ASpiderAIController::BeginPlay()
{
Super::BeginPlay();
}
void ASpiderAIController::WalkAway(FVector Location, float Var)
{
MoveToLocation(Location, Var);
}
这里是 Npc 的文件:
.h 文件的必要部分
private:
UPROPERTY(VisibleAnywhere, Category = "Switch Components") class USphereComponent* TriggerSphere;
UPROPERTY()
class ASpiderAIController* AIController;
UFUNCTION()
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
//UFUNCTION()
//void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};
cpp 文件:
#include "SpiderCharacter.h"
#include "Components/SphereComponent.h"
#include "SpiderAIController.h"
// Sets default values
ASpiderCharacter::ASpiderCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
TriggerSphere = CreateDefaultSubobject<USphereComponent>(TEXT("Trigger Sphere"));
TriggerSphere->InitSphereRadius(105.0f);
TriggerSphere->SetCollisionProfileName(TEXT("Trigger"));
TriggerSphere->SetupAttachment(RootComponent);
TriggerSphere->OnComponentBeginOverlap.AddDynamic(this, &ASpiderCharacter::OnOverlapBegin);
AIController = Cast<ASpiderAIController>(GetController());
}
void ASpiderCharacter::OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (OtherActor && (OtherActor != this) && OtherComp)
{
//get Location and Roation of PlayerCharacter
FVector PlayerPosition = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
FRotator PlayerRotation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorRotation();
FVector NewLocation = FVector(PlayerPosition.X -500.f,PlayerPosition.Y - 500.f, PlayerPosition.Z);
float Var = 100.f;
SetActorRotation(PlayerRotation);
AIController->WalkAway(NewLocation, Var);
//SetActorLocation(NewLocation);
UE_LOG(LogTemp,Warning,TEXT("MyCharacter's Location is %s"), *OtherActor->GetName());
}
}
来自 Unreal 的错误消息:
LoginId:c4c2e10f47cd9a4f6992fd821aae5406 EpicAccountId:92760ac7ea0e4f249688fd7737d3a55d
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003b0
UE4Editor_AIModule UE4Editor_SpiderProject0710_4739!ASpiderAIController::WalkAway() [C:\Users\alexa\OneDrive\Desktop\Udemy\Unreal Engine\SpiderProject0710\Source\SpiderProject0710\SpiderAIController.cpp:19]
UE4Editor_SpiderProject0710_4739!ASpiderCharacter::OnOverlapBegin() [C:\Users\alexa\OneDrive\Desktop\Udemy\Unreal Engine\SpiderProject0710\Source\SpiderProject0710\SpiderCharacter.cpp:62]
UE4Editor_SpiderProject0710_4739!ASpiderCharacter::execOnOverlapBegin() [C:\Users\alexa\OneDrive\Desktop\Udemy\Unreal Engine\SpiderProject0710\Intermediate\Build\Win64\UE4Editor\Inc\SpiderProject0710\SpiderCharacter.gen.cpp:38]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
【问题讨论】:
-
可能,这里
GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();的对象之一没有初始化,你得到空值。 -
我也想过,但我可以打印位置而不会得到空值。
-
问题似乎在这一行:
AIController->WalkAway(NewLocation, Var);。这似乎是一个非法的内存访问异常,简而言之,就是分段错误。正在访问 null 的东西。请检查AIController、NewLocation或Var是否为空。
标签: c++ unreal-engine4