我做了一个简单的典当类,应该是一个球,四处走动并收集硬币。对于硬币收集系统,我进行了on over事件来在碰到球时通知球。这是基本代码(APlayerBall是派生到游戏中的默认典当类):
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;
}
和
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到底是什么。经过一点调试后,我发现它由于某种原因被自己击中。游戏开始后,登录屏幕将如下所示:为什么会发生这种情况?我怎样才能解决这个问题?
最佳答案
看起来网格组件与胶囊组件重叠。将组件添加到您的日志中进行确认。
如果您只想知道角色何时与其他角色重叠,则可以改用AActor::NotifyActorBeginOverlap
。
如果要使用组件重叠,但是要忽略自己actor中其他组件的重叠,则必须用BeginOverlap
自己过滤掉它们,或者调整物理碰撞轮廓,以便每个组件具有不同的对象类型不会彼此产生重叠事件。如果是我,我将像这样做一个过滤器:
void APlayerBall::BeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {
if (this == OtherActor) {
// The Colliding Actor Is Myself. Ignoring because I don't care about this for some reason.
UE_LOG(LogTemp, Warning, TEXT("Ignoring component overlap of my own components"));
return;
}
UE_LOG(LogTemp, Warning, TEXT("%s"), *OtherActor->GetHumanReadableName());
UE_LOG(LogTemp, Warning, TEXT("%s"), *GetHumanReadableName());
}
关于c++ - 使用On Begin Overlap事件虚幻引擎自己的Pawn类虚幻引擎C++,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/62290837/