思路:
写个c++基类,蓝图继承后编辑成武器或其他装备,然后c++用一个TSubclassOf Weapon1Class;来保存蓝图类,再根据这个这个Weapon1Class类spawn出一个实例,attach到人物身上。
http://blog.csdn.net/yangxuan0261/article/details/52097656
1、写个基类attachment
MyAttachment.h
#pragma once #include "MyAttachment.generated.h" UCLASS(Blueprintable) class USMyAttachment : public USkeletalMeshComponent { GENERATED_UCLASS_BODY() public: USMyAttachment(); /** Attach point on pawn */ UPROPERTY(EditDefaultsOnly, Category = Attachment) FName AttachPoint; //目标绑定点,提供给蓝图编辑 };
MyAttachment.cpp
#include "MySlate.h" #include "MyAttachment.h" USMyAttachment::USMyAttachment(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }
2、new一个bp继承这个基类
3、在人物的动画蓝图中,添加一个武器绑定点
4、在人物char中用一个成员TSubclassOf来保存class
//h UCLASS() class AMyChar : public ACharacter { GENERATED_BODY() public: /** default weapon for the char */ UFUNCTION(BlueprintCallable, Category = "MyChar") void SetWeapon1Class(TSubclassOf<USMyAttachment> InWeapon); UPROPERTY(EditAnywhere, Category = "MyChar") TSubclassOf<USMyAttachment> Weapon1Class; UPROPERTY(EditAnywhere, Category = "MyChar") USMyAttachment* Weapon1;//保存生成的蓝图实例 }; //cpp void AMyChar::SetWeapon1Class(TSubclassOf<USMyAttachment> InWeapon) { Weapon1Class = InWeapon; }
5、然后在BeginPlay时设置进去这个蓝图class
6、写个测试方法,生成蓝图武器类并绑定到人物身上
void UMyBpFuncLib::TestDressWeapon(AMyChar * _myChar) { if (!_myChar->Weapon1) { USMyAttachment* MyArmor = NewObject<USMyAttachment>(_myChar, *_myChar->Weapon1Class); MyArmor->RegisterComponent(); MyArmor->AttachTo(_myChar->GetMesh(), MyArmor->AttachPoint); _myChar->Weapon1 = MyArmor; } }
7、蓝图掉一下这个测试方法
8、结果:
按8键前:
按8键后: