UE4 黑洞特效(C++)

代码

**
.h
**

#pragma once

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

UCLASS()
class FPSGAME_API AMyActor : public AActor
{
	GENERATED_BODY()
	
public:	
	AMyActor();

protected:
	//创建一个圆的静态网格物体
	UPROPERTY(VisibleAnywhere, Category = "Components")
		class UStaticMeshComponent* MyMeshcomp;

	UPROPERTY(VisibleAnywhere,Category = "Components")
		class USphereComponent* MySphereComp;

	UPROPERTY(VisibleAnywhere, Category = "Components")
		class USphereComponent* InnerSphereComponent;

	UPROPERTY(VisibleAnywhere, Category = "Components")
		class USphereComponent* OuterSphereComponet;

	UFUNCTION()
	//设置一个 Ue4 能识别的函数
	virtual void OverLapInnerShpere(UPrimitiveComponent* OverlappedComponent, AActor* 
		OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
		bool bFromSweep, const FHitResult& SweepResult);
		
	virtual void BeginPlay() override;

public:	
	virtual void Tick(float DeltaTime) override;
};

**
.cpp
**

#include "MyActor.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"

AMyActor::AMyActor()
{
	PrimaryActorTick.bCanEverTick = true;

	MyMeshcomp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMeshcomp"));
	MyMeshcomp->SetCollisionEnabled(ECollisionEnabled::NoCollision);   //取消物体的碰撞
	RootComponent = MyMeshcomp;	  //设置 MyMeshcomp 为根组件
	
	MySphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("MySphereComp"));
	MySphereComp->SetupAttachment(MyMeshcomp);
	// MySphereComp 设置为 MyMeshcomp 得子组件

	InnerSphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("InnerSphereComponent"));
	InnerSphereComponent->SetSphereRadius(100);
	
	//设置半径
	InnerSphereComponent->SetupAttachment(MyMeshcomp);
	InnerSphereComponent->OnComponentBeginOverlap.AddDynamic(this,&AMyActor::OverLapInnerShpere);
	//为 OverlapComp 绑定函数 HandleOverlap,基本结构为  组件名->OnComponentBeginOverlap.AddDynamic(this, &A + 本文件的名字 :: 函数名);


	///SetSphereRadius	SetSphereRadius改变组件的半径
	OuterSphereComponet = CreateDefaultSubobject<USphereComponent>(TEXT("OuterSphereComponet"));
	OuterSphereComponet->SetSphereRadius(3000);
	OuterSphereComponet->SetupAttachment(MyMeshcomp);

}
void AMyActor::BeginPlay()
{
	Super::BeginPlay();
}

void AMyActor::OverLapInnerShpere(UPrimitiveComponent* OverlappedComponent,AActor* 
	OtherActor,UPrimitiveComponent* OtherComp,int32 OtherBodyIndex,
	bool bFromSweep,const FHitResult& SweepResult)
{
	if (OtherActor)
	{
		OtherActor->Destroy();
	}
}

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

	TArray<UPrimitiveComponent *> OverlappingComps;
	//UPrimitiveComponent 指的是一类组件,能拥有变换
	//不断重复的获取发生重叠的组件,直到找到元组件,仅对支持物理作用力的对象有效

	OuterSphereComponet->GetOverlappingComponents(OverlappingComps);
	//GetOverlappingComponents (获得重叠组件)
	//获取跟自身发生重叠的物体,并设为一个数组 获取一种类型,并存为数组

	//OverlappingComps.Num()数组的长度
	for (int32 i = 0; i < OverlappingComps.Num(); i++)
	{
		UPrimitiveComponent* PrimComp = OverlappingComps[i];
		//声明一个 UPrimitiveComponent 类型的指针指向 OverlappingComps数组

		if (PrimComp && PrimComp->IsSimulatingPhysics())
		{
			const float SphereRadius = OuterSphereComponet->GetScaledSphereRadius();
			const float ForceStrength = -2000;
			//声明一个Float类型的变量
			PrimComp->AddRadialForce(GetActorLocation(), SphereRadius, ForceStrength, ERadialImpulseFalloff::RIF_Constant, true);
			//给物体施加一个力
		}
	}  
}

创建类

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添加静态网格物体

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特别注意一定要勾选GenerateOverlapEvwnts

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实现效果

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仅供参考

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