获取摄像机,摄像机切换Learn Unreal Engine (with C++)

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摄像机应该是使用最普遍的组件了

获取摄像机,摄像机切换

  1. 新建C++类(以CameraActor为父类)

  2. 将摄像机在地图中放置

  3. 头文件声明

    	virtual void BeginPlay() override;
    
    	UPROPERTY(EditAnywhere, BlueprintReadWrite)
    		UBoxComponent* OverlapVolume; // 盒体组件,用于检测人物碰撞
    
    	UPROPERTY(EditAnywhere, BlueprintReadWrite)
    		TSubclassOf<ACameraActor> CameraToFind; //待寻找的摄像机
    
    	UPROPERTY(EditAnywhere, BlueprintReadWrite)
    		float CameraBlendTime; // 切换时间
    
    	virtual void NotifyActorBeginOverlap(AActor* OtherActor) override;
    	virtual void NotifyActorEndOverlap(AActor* OtherActor) override;
    
  4. 实现

    void ABlendTriggerVolume::NotifyActorBeginOverlap(AActor* OtherActor)
    {
    	Super::NotifyActorBeginOverlap(OtherActor);
    
    	//如果是人物转换就能成功,反之nullptr
    	if(AStaticCameraCharacter* PlayerCharacterCheck = Cast<AStaticCameraCharacter>(OtherActor))
    	{
    		//得到玩家角色的玩家控制器,同上
    		if(APlayerController* PlayerCharacterController = Cast<APlayerController>(PlayerCharacterCheck->GetController()))
    		{
    			TArray<AActor*> FoundActors;
    			//获取所有对象的数组
    			UGameplayStatics::GetAllActorsOfClass(GetWorld(), CameraToFind, FoundActors);
    			//摄像机绑定
    			PlayerCharacterController->SetViewTargetWithBlend(FoundActors[0], CameraBlendTime, 
    				EViewTargetBlendFunction::VTBlend_Linear);
    		}
    	}
    }
    
    void ABlendTriggerVolume::NotifyActorEndOverlap(AActor* OtherActor)
    {
    	Super::NotifyActorEndOverlap(OtherActor);
    
    	if (AStaticCameraCharacter* PlayerCharacterCheck = Cast<AStaticCameraCharacter>(OtherActor))
    	{
    		if(APlayerController* PlayerCharacterController = Cast<APlayerController>(PlayerCharacterCheck->GetController()))
    		{
    			PlayerCharacterController->SetViewTargetWithBlend(PlayerCharacterController->GetPawn(), CameraBlendTime, EViewTargetBlendFunction::VTBlend_Linear);
    
    		}
    	}
    }
    
  5. 之后我们基于摄像机类创建蓝图类,并设置相关内容

    在蓝图细节中找到如下,并设置

    image-20220106233812235

在这里插入图片描述

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