【发布时间】:2020-09-29 02:47:57
【问题描述】:
我制作了一个简单的 pawn 类,它应该是一个球,可以四处移动并收集硬币。对于硬币收集系统,我制作了重叠事件以在球被击中时通知球。下面是基本代码(APlayerBall 是生成到游戏中的默认 pawn 类):
PlayerBall.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="Mesh")
class UCameraComponent* Camera;
UPROPERTY(VisibleAnywhere, Category="Mesh")
class UCapsuleComponent* Capsule;
protected:
// Called when the game starts or when spawned
void BeginPlay() override;
UFUNCTION()
void BeginOverlap(UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult &SweepResult );
public:
// Called every frame
void Tick(float DeltaTime) override;
// Called to bind functionality to input
void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
PlayerBall.cpp
构造函数:
APlayerBall::APlayerBall() {
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
Mesh->SetStaticMesh(ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'")).Object);
Mesh->SetSimulatePhysics(true);
Mesh->SetEnableGravity(true);
SetRootComponent(Mesh);
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetRelativeLocation(FVector(-500.0f, 0.0f, BaseEyeHeight));
Camera->SetupAttachment(RootComponent);
Capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
Capsule->OnComponentBeginOverlap.AddDynamic(this, &APlayerBall::BeginOverlap);
Capsule->SetupAttachment(Mesh);
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
还有BeginOverlap 方法:
void APlayerBall::BeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
UE_LOG(LogTemp, Warning, TEXT("%s"), *OtherActor->GetHumanReadableName());
UE_LOG(LogTemp, Warning, TEXT("%s"), *GetHumanReadableName());
UE_LOG(LogTemp, Warning, TEXT("%s"), OtherActor == this ? TEXT("The Colliding Actor Is Myself") : TEXT("The Colliding Actor Is Not Myself"));
}
如您所见,我添加了日志消息以查看究竟是什么击中了它。经过一点调试,我发现它由于某种原因被自己击中了。游戏一开始,登录界面是这样的:为什么会这样?我该如何解决这个问题?
【问题讨论】:
-
我对 C++ 非常生疏,但是我认为您应该知道静态网格组件默认会生成重叠事件。我假设您的静态网格组件相互重叠。这对我来说有点摸不着头脑,但我希望这条评论对我有所帮助。
标签: c++ unreal-engine4