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  • [UE4]创建自己的角色

    首先,需要在UE4中设置自己需要输入的按键,点击工具栏的Settings/ProjectSettings,找到input,在Bindings下添加自己需要的输入按键,我这里绑定了JumpBtn、MoveForward、MoveRight、Turn、LookUp

    输入设置完毕后,就开始创建自己的主角控制器

    一、使用蓝图创建主角

    1.在UE4文件夹中,右键创建一个Blueprint Class,选择继承Character(人形控制器),创建后自己命名FirstHero

    2.双击打开蓝图,可以给FirstHero添加一个摄像机组件,点击AddComponent,找到Camera

    3.开始可以给FirstHero添加控制事件了,打开Event Graph,分别找到最开始设置输入的五个事件,并对应相应的操作,JumpBtn调用Jump跳跃和StopJumping,MoveForward调用AddMoveMentInput前后移动,MoveRight调用AddMoveMentInput左右移动,Turn调用AddControllerYawInput左右旋转,LookUp调用AddControllerPitchInput上下查看

    4.还需要一个小小的设置,不然摄像机是不会跟着控制器旋转的,选择摄像机组件,找到CameraSettings/UsePawnControlRotation,选中即可

    5.编译,设置好GameMode的DefaultPawnClass,就可以运行了。

    二、使用C++创建主角

    1.在UE4中创建一个C++ Class,选择继承Character(人形控制器),创建后自己命名FirstHero

    2.在VS中,进行编辑

    #pragma once
     
    #include "GameFramework/Character.h"
    #include "FristHero.generated.h"
     
    UCLASS()
    class MYNULLPROJECT_API AFristHero : public ACharacter
    {
        GENERATED_BODY()
        class UCameraComponent* FirstCameraCompent;
    public:
        // Sets default values for this character's properties
        AFristHero();
     
        // Called when the game starts or when spawned
        virtual void BeginPlay() override;
        
        // Called every frame
        virtual void Tick( float DeltaSeconds ) override;
     
        // Called to bind functionality to input
        virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
     
        //前后移动
        void MoveForward(float value);
        //左右移动
        void MoveRight(float value);
        //跳跃
        void Jump();
        //停止跳跃
        void StopJump();
    };
    View Code
    // Fill out your copyright notice in the Description page of Project Settings.
     
    #include "MyNULLProject.h"
    #include "FristHero.h"
     
     
    // Sets default values
    AFristHero::AFristHero()
    {
         // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
        //设置这个控制的Tick函数每帧执行
        PrimaryActorTick.bCanEverTick = true;
        // 创建一个摄像机组件
        FirstCameraCompent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
        FirstCameraCompent->AttachParent = GetCapsuleComponent();
        FirstCameraCompent->RelativeLocation = FVector(0, 0, 64.f); // Position the camera
        //设置摄像机可以跟随控制器旋转
        FirstCameraCompent->bUsePawnControlRotation = true;
    }
     
    // Called when the game starts or when spawned
    void AFristHero::BeginPlay()
    {
        Super::BeginPlay();
        
    }
     
    // Called every frame
    void AFristHero::Tick( float DeltaTime )
    {
        Super::Tick( DeltaTime );
    }
     
    // Called to bind functionality to input
    void AFristHero::SetupPlayerInputComponent(class UInputComponent* InputComponent)
    {
        Super::SetupPlayerInputComponent(InputComponent);
        InputComponent->BindAxis("MoveForward", this, &AFristHero::MoveForward);
        InputComponent->BindAxis("MoveRight",this, &AFristHero::MoveRight);
        InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
        InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
        InputComponent->BindAction("JumpBtn",IE_Pressed,this, &AFristHero::Jump);
        InputComponent->BindAction("JumpBtn", IE_Released, this, &AFristHero::StopJump);
    }
     
    //前后移动
    void AFristHero::MoveForward(float value)
    {
        if (value != 0.0f)
        {
            AddMovementInput(GetActorForwardVector(), value);
        }
    }
    //左右移动
    void AFristHero::MoveRight(float value)
    {
        if (value != 0.0f)
        {
            AddMovementInput(GetActorRightVector(), value);
        }
    }
    //跳跃
    void AFristHero::Jump()
    {
        Jump();
    }
    //停止跳跃
    void AFristHero::StopJump()
    {
        StopJumping();
    }
    View Code

    3.设置GameMode的DefaultPawnClass

    #include "MyNULLProject.h"
    #include "MyNULLProjectGameMode.h"
    #include "FristHero.h"
    AMyNULLProjectGameMode::AMyNULLProjectGameMode()
    {
        //通过路径找到蓝图,并将蓝图控制器的类设置给DefaultPawnClass
        //static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/BluePrint/FirstHero"));
        //DefaultPawnClass = PlayerPawnClassFinder.Class;
        
        //如果用C++创建,则直接将控制器的类赋值给DefaultPawnClass
        DefaultPawnClass = AFristHero::StaticClass();
    }
    View Code

    4.编译运行

    三、使用蓝图继承自己写的C++类创建主角

    1.参照二写一个C++类

    2.在.h文件中的类名上,做一个标注UCLASS(Blueprintable),此类可以为蓝图继承

    #pragma once
     
    #include "GameFramework/Character.h"
    #include "FristHero.generated.h"
     
    UCLASS(Blueprintable)
    class MYNULLPROJECT_API AFristHero : public ACharacter
    {
        GENERATED_BODY()
        class UCameraComponent* FirstCameraCompent;
    public:
        // Sets default values for this character's properties
        AFristHero();
     
        // Called when the game starts or when spawned
        virtual void BeginPlay() override;
        
        // Called every frame
        virtual void Tick( float DeltaSeconds ) override;
     
        // Called to bind functionality to input
        virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
     
        //前后移动
        void MoveForward(float value);
        //左右移动
        void MoveRight(float value);
        //跳跃
        void Jump();
        //停止跳跃
        void StopJump();
    };
    View Code

    3.创建一个新蓝图,继承自定义的C++类,可直接搜索到
    4.蓝图操作,详细见其他资料

    5.编译运行

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  • 原文地址:https://www.cnblogs.com/timy/p/10204766.html
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