C++ 典当类用开始重叠事件“虚幻引擎C+”击中自身+;
我做了一个简单的典当类,应该是一个球,四处移动,收集硬币。对于硬币收集系统,我做了重叠事件,当球被击中时通知它。以下是基本代码(APlayerBall是默认的pawn类,生成到游戏中): PlayerBall.hC++ 典当类用开始重叠事件“虚幻引擎C+”击中自身+;,c++,unreal-engine4,C++,Unreal Engine4,我做了一个简单的典当类,应该是一个球,四处移动,收集硬币。对于硬币收集系统,我做了重叠事件,当球被击中时通知它。以下是基本代码(APlayerBall是默认的pawn类,生成到游戏中): PlayerBall.h UCLASS() class ROLLINGBALL_API APlayerBall : public APawn { GENERATED_BODY() public: // Sets default values for this pawn's properties
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
建造商:
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;
}
如您所见,我添加了日志消息,以查看到底是什么击中了它。经过一点调试,我发现它由于某种原因被自己击中了。游戏一开始,日志屏幕就会显示如下:为什么会发生这种情况?如何修复此问题?看起来网格组件与胶囊组件重叠。将组件添加到日志中以进行确认 如果您只想知道您的参与者何时与另一个参与者重叠,您可能需要使用
AActor::NotifyActorBeginOverlap
如果要使用组件重叠,但要忽略自己的actor中其他组件的重叠,则必须在BeginOverlap
中自己过滤掉它们,或者调整物理碰撞配置文件,以便每个组件都具有不同的对象类型,不会为彼此生成重叠事件。如果是我,我会做这样的过滤器:
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());
}
我对C++很生疏,但是我认为默认情况下,你应该知道静态网格组件会产生重叠事件。我假设静态网格组件彼此重叠。这对我来说有点像是瞎猜,但我希望这条评论能有所帮助。谢谢!虽然我已经完成了对虚幻引擎的修补,但我觉得这在将来我再次感到无聊时会很有用,所以我会将其标记为已接受。
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());
}