概念
碰撞對象通道與預設
-
默認提供碰撞對象類型,如 WorldStatic、WorldDynamic等。允許用戶自定義
-
默認提供碰撞預設,如 NoCollision、BloackAll、OverlapAll。允許用戶自定義
碰撞響應設置
-
可以用來設置是否模擬物理碰撞以及觸發 Overlap 事件
碰撞響應類型
-
物體發生碰撞后,會有三種碰撞相響應類型
C++ 實現
Component 碰撞
-
注意 Overlap Begin/End 的函數參數
-
注意 OnHit 的函數參數
-
注意甚至 Generated Hit Event 的函數名
-
綁定函數可以用 AddDynamic,也可以用 FScriptDelegate 委托
-
部分設置可不寫,藍圖使用時再手動設置
-
寫法支持 UShapeComponent及其派生類,如 USphereComponent 、UBoxComponent 等
UPROPERTY(EditAnywhere) USceneComponent* Root; UPROPERTY(EditAnywhere) UStaticMeshComponent* Cube; UFUNCTION() virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); UFUNCTION() virtual void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); UFUNCTION() virtual void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
ACollisionActor::ACollisionActor() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene")); SetRootComponent(Root); Cube = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Cube")); Cube->SetupAttachment(Root); static ConstructorHelpers::FObjectFinder<UStaticMesh> mesh(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'")); if (mesh.Succeeded()) { Cube->SetStaticMesh(mesh.Object); } // 設置是否開啟物理模擬 Cube->SetSimulatePhysics(false); // 開啟 Generated Hit Event Cube->SetNotifyRigidBodyCollision(true); // 開啟CCD Continuous collision detection (CCD) 連續式碰撞檢測 Cube->BodyInstance.SetUseCCD(true); // 開啟Generate Overlap Events Cube->SetGenerateOverlapEvents(true); // 設置碰撞預設 Cube->SetCollisionProfileName(TEXT("OverlapAll")); //Cube->SetCollisionResponseToAllChannels(ECR_Overlap); // 設置碰撞響應設置 Cube->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); // 綁定函數 Cube->OnComponentBeginOverlap.AddDynamic(this, &ACollisionActor::OnOverlapBegin); // 綁定函數 使用委托 FScriptDelegate OverlapEndDelegate; OverlapEndDelegate.BindUFunction(this, TEXT("OnOverlapEnd")); Cube->OnComponentBeginOverlap.Add(OverlapEndDelegate); // 綁定碰撞函數 Cube->OnComponentHit.AddDynamic(this, &ACollisionActor::OnHit); } void ACollisionActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { UE_LOG(LogTemp, Warning, TEXT("Overlap Begin")); } void ACollisionActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { UE_LOG(LogTemp, Warning, TEXT("Overlap End")); } void ACollisionActor::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { UE_LOG(LogTemp, Warning, TEXT("Hit")); Destroy(); }
ATriggerBox 碰撞
-
OnActorBeginOverlap
-
OnActorEndOverlap
UFUNCTION() void HandleOverlap(AActor* OverlappedActor, AActor* OtherActor );
void AMyTriggerBox::BeginPlay() { //放在構造函數好像不起作用 OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::HandleOverlap); } void AMyTriggerBox::HandleOverlap(AActor* OverlappedActor, AActor* OtherActor ) { UClass* ActorClass = OtherActor->GetClass(); // 其他處理邏輯 }