UE4 常用的导航函数

导航的物体要有移动组件

 

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

#include "Public/AI/STrackerBot.h"
#include "Components/StaticMeshComponent.h"
#include "NavigationSystem.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/Character.h"
#include "NavigationPath.h"

//要在 build.cs 中添加 "NavigationSystem"

// Sets default values
ASTrackerBot::ASTrackerBot()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
	RootComponent =(USceneComponent*)MeshComp;

	MeshComp->SetCanEverAffectNavigation(false);

	MeshComp->SetSimulatePhysics(true);
}

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

FVector ASTrackerBot::GetNextPathPoint()
{
	//找到主角
	ACharacter* PlayerPawn= UGameplayStatics::GetPlayerCharacter(this, 0);

	const FVector StartLocation = GetActorLocation();
	//获取路径
	//第一个参数 当前的世界
	//第二个参数  起始点
	//第三个参数 目的地
	UNavigationPath* NavPath= UNavigationSystemV1::FindPathToActorSynchronously(this, StartLocation,PlayerPawn);

	if (NavPath->PathPoints.Num()>1)
	{
		//PathPoints[0]是当前的位置
		return NavPath->PathPoints[1];
	}

	return GetActorLocation();
}

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

	//获取向量的大小
	float DistanceToTarget =( GetActorLocation()-NextPathPoint).Size();

	if (DistanceToTarget<=RequireDistanceToTarget)
	{
		NextPathPoint=GetNextPathPoint();
	}
	else
	{
	 FVector ForceDirection=NextPathPoint - GetActorLocation();
	 ForceDirection.Normalize(); //单位化
	 ForceDirection *= MovementForce;
		//施加力
	 //物理模拟要设置true
	 //第三个参数代表是否受到质量的影响
		MeshComp->AddForce(ForceDirection,NAME_None,true);
	}

}

// Called to bind functionality to input
void ASTrackerBot::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

 

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