UE4 c++ 创建刚体Cube
1 新建一个Actor,一会用蓝图继承这个
TCubeActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "TCubeActor.generated.h"
UCLASS()
class TVIVIMOVEDEMO3_API ATCubeActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATCubeActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UStaticMeshComponent * CubeMesh;
};
TCubeActor.cpp
#include "TCubeActor.h"
// Sets default values
ATCubeActor::ATCubeActor()
{
PrimaryActorTick.bCanEverTick = true;
CubeMesh = FindComponentByClass<UStaticMeshComponent>();
RootComponent = CubeMesh;
}
// Called when the game starts or when spawned
void ATCubeActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ATCubeActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
重点在于把Cube提升为RootComp,否则创建出来Cube永远在v(0,0,0)点,即使Actor点位置动态改变Cube绝对位置也不随Actor改变
2 创建蓝图TCubeBP
加一个Cube,打开物理开关
3 c++动态在某个位置生成这个BP
FVector v = FVector(1000,0,0);
FRotator r = FRotator(0, 0, 0);
GetWorld()->SpawnActor<AActor>(TCubeClass,v,r);
一些问题记录
可以使用
UStaticMeshComponent * CubeMesh = FindComponentByClass<UStaticMeshComponent>();
CubeMesh->SetSimulatePhysics(true);
开启关闭物理
如果TCubeBP中物理没打开,可以直接通过SetActorLocation设置Cube位置(RootComp被修改为Cube后)
如果TCubeBP中物理已经打开,那么动态关掉物理后Cube物理效果是没了,但是不能再通过SetActorLocation设置位置,原因未知
https://answers.unrealengine.com/questions/216929/how-can-i-spawn-an-actor-at-a-specific-location-in.html