USimpleWheeledVehicleMovementComponent不像UWheeledVehicleMovementComponent4W帮你写好同步了,simpleWheeledVehicleMovement的input需要自己写RPC;
以下是输入移动的rpc代码
XXX.h
void MoveForward(float X);
UFUNCTION(Server, Reliable)
void ServerSetDriveTorque(float Value);
UFUNCTION(NetMulticast, Reliable)
void ClientsSetDriveTorque(float Value);
void MoveRight(float X);
UFUNCTION(Server, Reliable)
void ServerSetSteering(float Value);
UFUNCTION(NetMulticast, Reliable)
void ClientsSetSteering(float Value);
void ATestBaseVehicle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ATestBaseVehicle::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ATestBaseVehicle::MoveRight);
}
void ATestBaseVehicle::MoveForward(float X)
{
ServerSetD

本文档介绍了如何在Unreal Engine中使用USimpleWheeledVehicleMovementComponent进行网络同步,包括创建RPC函数来处理移动和转向,确保在权威服务器和客户端之间正确设置DriveTorque和SteerAngle。同时提到了在4.27-chaos或5.0版本中,可以使用ChaosWheeledVehicle组件支持任意轮子数量的车辆。
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