UE4学习笔记7th:在世界中放置相机Director

本文介绍如何在虚幻引擎4 (UE4) 中创建自动摄像系统。通过编写C++代码,实现摄像机在预设点之间的平滑切换。文中详细展示了CameraDirector类的设计与实现过程,包括初始化、开始播放及每帧更新处理。

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编译完成后,在内容浏览器中找到CameraDirector,并拖入关卡编辑器中。

在Camera Director中设置如下:

点击Play,可以看到视口由Cube连续地滑动到CameraTwo处

这一节到这里就结束了,下一部分我会学习Variables,Timers,and Events

这是全部的代码:

CameraDirector.h

// Fill out your copyright notice in the Description page of Project Settings.


#pragma once


#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"


UCLASS()
class HOWTO_AUTOCAMERA_API ACameraDirector : public AActor
{
GENERATED_BODY()

public: 
// Sets default values for this actor's properties
ACameraDirector();


// Called when the game starts or when spawned
virtual void BeginPlay() override;

// Called every frame
virtual void Tick( float DeltaSeconds ) override;


UPROPERTY(EditAnywhere)
AActor* CameraOne;
UPROPERTY(EditAnywhere)
AActor* CameraTwo;

float TimeToNextCameraChange;
};





CameraDirector.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "HowTo_AutoCamera.h"
#include "CameraDirector.h"
#include "Kismet/GameplayStatics.h"


// Sets default values
ACameraDirector::ACameraDirector()
{
  // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;


}


// Called when the game starts or when spawned
void ACameraDirector::BeginPlay()
{
Super::BeginPlay();

}


// Called every frame
void ACameraDirector::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );


const float TimeBetweenCameraChanges = 2.0f;
const float SmoothBlendTime = 0.75f;
TimeToNextCameraChange -= DeltaTime;
if (TimeToNextCameraChange <= 0.0f)
{
TimeToNextCameraChange += TimeBetweenCameraChanges;


//搜寻处理玩家控制的Actor
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController)
{
if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr))
{
//立即切换到相机1
OurPlayerController->SetViewTarget(CameraOne);
}
else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr))
{
//平滑的切换到相机2
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
}
}
}
}
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