虛幻4 ue4 學習筆記pwan篇 1.1b 創建staticmeshcomponent 靜態網格組件


// Fill out your copyright notice in the Description page of Project Settings.

#include "MyPawn.h"
#include "Runtime/Engine/Classes/Components/BoxComponent.h"//    UBoxComponent 引用
#include "Runtime/Engine/Classes/Components/SphereComponent.h"//    USphereComponent 引用
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h" // ConstructorHelpers 引用
// Sets default values
AMyPawn::AMyPawn()
{
     // 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;
    UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));//無視覺效果
    SphereVisual->SetupAttachment(RootComponent);//添加附件到RootComponent    無視覺效果

    //這里可以用過在ue4 賦值引用得到地址 不是物理路徑
    //FObjectFinder是ConstructorHelpers的內部類 
    static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAssetWzh(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));//打開素材庫

    if (SphereVisualAssetWzh.Succeeded())//判斷素材庫是否打開
    {
        SphereVisual->SetStaticMesh(SphereVisualAssetWzh.Object);//設置素材 這里有視覺效果
        SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));//設置位置0,0,0為初始位置    初始位置為防止位置 z軸與地平線一致 在根組件沒有賦予形狀時                                                                                                                      
        SphereVisual->SetWorldScale3D(FVector(0.8f));//SetWorldScale3D 設置組件在世界空間中的變換倍數。 倍數以原來模型大小為基准
    }

}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
    Super::BeginPlay();
    
}

// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

}

 staticmeshcomponent只有視覺效果 沒有物理碰撞 需要結合 物體組件例如spherecomponent


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