【发布时间】:2019-10-24 14:06:23
【问题描述】:
我创建了一个 LaunchPad actor C++ 类,它由一个 Cube 静态网格组件和一个 UBox 组件编译而成。到目前为止,一旦角色与命中框重叠,它就会触发 ALaunchPad::OnBoxBeginOverlap 内的任何内容。我目前正试图告诉当角色与 UBox 重叠时,将它们在空中启动,类似于蓝图的“LaunchCharacter”节点。
LaunchPad.cpp
void ALaunchPad::OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Character Launched!"));
Asgd240_1115350_core5Character::LaunchCharacter(FVector(0, 0, velocity), false, true);
}
LaunchPad.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LaunchPad.generated.h"
UCLASS()
class SGD240_1115350_CORE5_API ALaunchPad : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ALaunchPad();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void OnBoxBeginOverlap(UPrimitiveComponent * HitComp, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit);
UPROPERTY(VisibleAnywhere)
class UBoxComponent* Collide;
UFUNCTION()
void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UPROPERTY(EditAnywhere)
float velocity;
UFUNCTION()
void LaunchCharacter();
};
目前我收到一个'非静态成员引用必须是相对于特定对象的,它不会编译。有什么想法吗?
【问题讨论】:
标签: c++ unreal-engine4