UE4 射线

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SWeapon.generated.h"

class USkeletalMeshComponent;

UCLASS()
class TSHOOTERGAME_API ASWeapon : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASWeapon();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UFUNCTION(BlueprintCallable,Category="Weapon")
	void Fire();

	UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category="Components")
	USkeletalMeshComponent*  SkeletalMeshComponent;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;


};

 

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

#include "Public/SWeapon.h"
#include <Components/SkeletalMeshComponent.h>
#include "Public/DrawDebugHelpers.h"

// Sets default values
ASWeapon::ASWeapon()
{
 	// 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;

	SkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMeshComponent"));
	RootComponent = SkeletalMeshComponent;
}

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

void ASWeapon::Fire()
{
	AActor* MyOwner = GetOwner();
	if (MyOwner)
	{
		FVector EyeLocation;
		FRotator EyeRotation;
		//获取眼睛的位置
		MyOwner->GetActorEyesViewPoint(EyeLocation, EyeRotation);
	
		 FVector EndLocation = EyeLocation + EyeRotation.Vector() * 10000;

		FHitResult OutHit;
	
		FCollisionQueryParams Params;
		Params.AddIgnoredActor(MyOwner);
		Params.AddIgnoredActor(this);
		Params.bTraceComplex = true; //设置设置检测会更精确

		//射线
		//第四个参数 忽略的碰撞(忽略自身)
		if (GetWorld()->LineTraceSingleByChannel(OutHit, EyeLocation, EndLocation, ECC_Visibility, Params))
		{
		     //射到了东西
			AActor* HitActor = OutHit.GetActor();

		}
	
		//第五个参数 是否要持续存在
		//第七个参数  优先级
		//第八个参数 线的粗度
		DrawDebugLine(GetWorld(), EyeLocation, EndLocation, FColor::Red, false,1.0,0,1 );
	}

}

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

}

 

 

在Character 中重写 GetPawnViewLocation

//重写父类的函数,把获取眼睛的位置改成获取相机的位置
FVector ASCharacter::GetPawnViewLocation() const
{
	if (CameraCom)
	{
		return CameraCom->GetComponentLocation();
	}
	return Super::GetPawnViewLocation();
}

 

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