此为udemy课程
Unreal Engine 5 C++ The Ultimate Game Developer Course的第七节 the pawn class的学习笔记
66、Capsule Component
---------Birds.h-----------
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/CapsuleComponent.h"
#include "Bird.generated.h"
// Bird.generated.h得是最后一个头文件
UCLASS()
class MYPROJECT_API ABird : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABird();
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
UPROPERTY(VisibleAnywhere)
UCapsuleComponent* Capsule;
};
--------------Birds.cpp-------------
#include "Pawns/Bird.h"
// Sets default values
ABird::ABird()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
Capsule->SetCapsuleHalfHeight(20.f);
Capsule->SetCapsuleRadius(15.f);
SetRootComponent(Capsule);
}
// Called when the game starts or when spawned
void ABird::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABird::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ABird::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
67、forward declaration
----------Birds.h----------
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Bird.generated.h"
class UCapsuleComponent;
UCLASS()
class MYPROJECT_API ABird : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABird();
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
//从这里开始就可以不用添加forward declaration而直接声明了
UPROPERTY(VisibleAnywhere)
UCapsuleComponent* Capsule;
----------------Birds.cpp--------------
#include "Pawns/Bird.h"
#include "Components/CapsuleComponent.h"
// Sets default values
ABird::ABird()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
Capsule->SetCapsuleHalfHeight(20.f);
Capsule->SetCapsuleRadius(15.f);
SetRootComponent(Capsule);
}
68、skeletal mesh component
-----------Birds.h------
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Bird.generated.h"
class UCapsuleComponent;
class USkeletalMeshComponent;
UCLASS()
class MYPROJECT_API ABird : public APawn
{
GENERATED_BODY()
...
private:
//从这里开始就可以不用添加forward declaration而直接声明了
UPROPERTY(VisibleAnywhere)
UCapsuleComponent* Capsule;
UPROPERTY(VisibleAnywhere)
USkeletalMeshComponent* BirdMesh;
};
----------Birds.cpp-------
#include "Pawns/Bird.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
// Sets default values
ABird::ABird()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
Capsule->SetCapsuleHalfHeight(20.f);
Capsule->SetCapsuleRadius(15.f);
SetRootComponent(Capsule);
BirdMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("BirdMesh"));
BirdMesh->SetupAttachment(GetRootComponent());
}
70、binding input(旧版)
shift + f1 + detach 按钮,可以看到默认拥有的pawn
通过auto possess player设置,可以设置默认pawn
--------Birds.h----------
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void MoveForward(float Value);
--------Birds.cpp---------
void ABird::MoveForward(float Value)
{
UE_LOG(LogTemp, Warning, TEXT("Value: %f"), Value);
}
// Called to bind functionality to input
void ABird::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(FName("MoveForward"), this, &ABird::MoveForward);
}
72、Adding Movement Input
给pawn添加movement组件,可以控制速度等
设置w\s相反方向
-----------Birds.cpp----------
void ABird::MoveForward(float Value)
{
if (Controller && (Value != 0.f))
{
FVector Forward = GetActorForwardVector();
AddMovementInput(Forward, Value);
}
}
73、camera and springarm
在蓝图中添加相机与弹簧臂。之所以需要通过一个弹簧臂来进行相机的调节而不是将相机直接attach在根物体上,是因为弹簧臂碰到阻碍物时会自动调节距离,这样使得相机不会穿墙显示。
通过c++添加相机和弹簧臂(先在蓝图中删除相机和弹簧臂)
-----------Birds.h------------
class UCapsuleComponent;
class USkeletalMeshComponent;
class USpringArmComponent;
class UCameraComponent;
UCLASS()
class MYPROJECT_API ABird : public APawn
{
private:
//从这里开始就可以不用添加forward declaration而直接声明了
UPROPERTY(VisibleAnywhere)
UCapsuleComponent* Capsule;
UPROPERTY(VisibleAnywhere)
USkeletalMeshComponent* BirdMesh;
UPROPERTY(VisibleAnywhere)
USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere)
UCameraComponent* ViewCamera;
};
--------------Birds.cpp----------
ABird::ABird()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule"));
Capsule->SetCapsuleHalfHeight(20.f);
Capsule->SetCapsuleRadius(15.f);
SetRootComponent(Capsule);
BirdMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("BirdMesh"));
BirdMesh->SetupAttachment(GetRootComponent());
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArm->SetupAttachment(GetRootComponent());
SpringArm->TargetArmLength = 300.f;
ViewCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ViewCamera"));
ViewCamera->SetupAttachment(SpringArm);
AutoPossessPlayer = EAutoReceiveInput::Player0;
如果遇到detail面板为空的情况,如下图
解决方法:重命名该变量名 。
75、Adding Controller Input
控制鸟的左右旋转与视角的上下调节
在蓝图中:
c++:
设置 碰撞
--Birds.h----------
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void MoveForward(float Value);
void Turn(float Value);
void LookUp(float Value);
-------------Birds.cpp-------------
void ABird::Turn(float Value)
{
AddControllerYawInput(Value);
}
void ABird::LookUp(float Value)
{
AddControllerPitchInput(Value);
}
void ABird::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(FName("MoveForward"), this, &ABird::MoveForward);
PlayerInputComponent->BindAxis(FName("Turn"), this, &ABird::Turn);
PlayerInputComponent->BindAxis(FName("LookUp"), this, &ABird::LookUp);
}
当我们在远离Bird的时候play,我们实际上并不会possess bird
而当我们自己创建一个pawn时,游戏中还出现了默认的pawn
这是因为使用了项目默认设置的gamemode,而默认设置的gamemode中就设置了自动生成的pawn
76、setting the default pawn
创建一个gamemode蓝图类
设置default pawn
复写game mode设置
但这样还是没法将pawn的生成位置固定,这时候就可以用到player start。player start可以固定游戏开始时pawn生成的位置
有一个现象是,如果我们不设置gamemode overide,只是生成了一个BP_Bird并且设置为player0。在游戏开始时,我们可以操控bird,但当我们飞远了,游戏开始load and unload section时,我们会失去我们的bird并且视角卡住。因为bird随旧关卡一起被卸载了