UNREAL 使用USimpleWheeledVehicleMovementComponent 的移动,无法同步到其他客户端

USimpleWheeledVehicleMovementComponent不像UWheeledVehicleMovementComponent4W帮你写好同步了,simpleWheeledVehicleMovement的input需要自己写RPC;

以下是输入移动的rpc代码

XXX.h

  	void MoveForward(float X);
	UFUNCTION(Server, Reliable)
	void ServerSetDriveTorque(float Value);
	UFUNCTION(NetMulticast, Reliable)
	void ClientsSetDriveTorque(float Value);

	void MoveRight(float X);
	UFUNCTION(Server, Reliable)
	void ServerSetSteering(float Value);
	UFUNCTION(NetMulticast, Reliable)
	void ClientsSetSteering(float Value);
	


void ATestBaseVehicle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	PlayerInputComponent->BindAxis("MoveForward", this, &ATestBaseVehicle::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &ATestBaseVehicle::MoveRight);
}


void ATestBaseVehicle::MoveForward(float X)
{
	ServerSetDriveTorque(X);
}

void ATestBaseVehicle::ServerSetDriveTorque_Implementation(float Value)
{
	GetVehicleMovement()->SetDriveTorque(Value * 2400.0f, 1);
	if (GetLocalRole() == ROLE_Authority)
	{
		ClientsSetDriveTorque(Value);
	}
}

void ATestBaseVehicle::ClientsSetDriveTorque_Implementation(float Value)
{
	GetVehicleMovement()->SetDriveTorque(Value * 2400.0f, 1);
}

void ATestBaseVehicle::MoveRight(float X)
{

	ServerSetSteering(X);
}

void ATestBaseVehicle::ServerSetSteering_Implementation(float Value)
{
	GetVehicleMovement()->SetSteerAngle(Value * 50.0f, 0);
	if (GetLocalRole() == ROLE_Authority)
	{
		ClientsSetSteering(Value);
	}
}

void ATestBaseVehicle::ClientsSetSteering_Implementation(float Value)
{
	GetVehicleMovement()->SetSteerAngle(Value * 50.0f, 0);
}

更新:如果使用4.27-chaos版本,或5.0版本 ,使用ChaosWheeledVehicle,可以直接配置成 任意 轮子数目的载具;

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