class UDecalComponent* CursorToWorld;
// Create a decal in the world to show the cursor's location
CursorToWorld = CreateDefaultSubobject<UDecalComponent>("CursorToWorld");
CursorToWorld->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UMaterial> DecalMaterialAsset(TEXT("Material'/Game/TopDownCPP/Blueprints/M_Cursor_Decal.M_Cursor_Decal'"));
if (DecalMaterialAsset.Succeeded())
{
CursorToWorld->SetDecalMaterial(DecalMaterialAsset.Object);
}
CursorToWorld->DecalSize = FVector(16.0f, 32.0f, 32.0f);
CursorToWorld->SetRelativeRotation(FRotator(90.0f, 0.0f, 0.0f).Quaternion());
根据引擎自带的topdown例子。
上面设置了贴花的材质,下面tick去更改贴花的位置
void ATestFireLightCharacter::Tick(float DeltaSeconds)
{
if (CursorToWorld != nullptr)
{
if (UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled())
{
if (UWorld* World = GetWorld())
{
FHitResult HitResult;
FCollisionQueryParams Params;
FVector StartLocation = TopDownCameraComponent->GetComponentLocation();
FVector EndLocation = TopDownCameraComponent->GetComponentRotation().Vector() * 2000.0f;
Params.AddIgnoredActor(this);
World->LineTraceSingleByChannel(HitResult, StartLocation, EndLocation, ECC_Visibility, Params);
FQuat SurfaceRotation = HitResult.ImpactNormal.ToOrientationRotator().Quaternion();
CursorToWorld->SetWorldLocationAndRotation(HitResult.Location, SurfaceRotation);
}
}
else if (APlayerController* PC = Cast<APlayerController>(GetController()))
{
FHitResult TraceHitResult;
PC->GetHitResultUnderCursor(ECC_Visibility, true, TraceHitResult);
FVector CursorFV = TraceHitResult.ImpactNormal;
FRotator CursorR = CursorFV.Rotation();
CursorToWorld->SetWorldLocation(TraceHitResult.Location);
CursorToWorld->SetWorldRotation(CursorR);
}
}
}