UE4 C++ 设置模型与材质的默认值

UE4 C++ 设置模型与材质的默认值

MyPawn.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "MyPawn.generated.h"

UCLASS()
class FIRSTDEMO_API AMyPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AMyPawn();

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

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

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	UPROPERTY(VisibleAnywhere)
	class UStaticMeshComponent* MyStaticMesh;

	UPROPERTY(VisibleAnywhere)
	class UCameraComponent* MyCamera;

	UPROPERTY(VisibleAnywhere)
	class USpringArmComponent* MySpringArm;

	UPROPERTY(EditAnywhere)
	float MaxSpeed;

	//强制要求
	FORCEINLINE UStaticMeshComponent* GetStaticMeshComponent() { return MyStaticMesh; }
	FORCEINLINE USpringArmComponent* GetSpringArmComponent() { return MySpringArm; }

private:
	void MoveForward(float Value);
	void MoveRight(float Value);
	FVector Velocity;

};

MyPawn.cpp

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


#include "MyPawn.h"
#include "UObject/ConstructorHelpers.h"


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

	RootComponent=CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));

	MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyStaticMesh"));
	MyStaticMesh->SetupAttachment(GetRootComponent());

	//加载staticmesh 和 material
	static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshAsset(TEXT("StaticMesh'/Engine/EditorMeshes/ArcadeEditorSphere.ArcadeEditorSphere'"));
	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MaterialAsset(TEXT("Material'/Engine/MapTemplates/Materials/BasicAsset01.BasicAsset01'"));
	//判断路径是否正确
	if (StaticMeshAsset.Succeeded() && MaterialAsset.Succeeded())
	{
		MyStaticMesh->SetStaticMesh(StaticMeshAsset.Object);
		MyStaticMesh->SetMaterial(0, MaterialAsset.Object);
		MyStaticMesh->SetWorldScale3D(FVector(0.5f));
	}

	MySpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("MySpringArm"));
	MySpringArm->SetupAttachment(GetStaticMeshComponent());
	MySpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f); //设置Springarm的相对旋转
	MySpringArm->TargetArmLength = 400.f;    //设置Springarm的长度
	MySpringArm->bEnableCameraLag = true;    //设置Springarm是否平滑
	MySpringArm->CameraLagSpeed = 3.f;             //设置平滑速度

	MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MyCamera"));
	MyCamera->SetupAttachment(GetSpringArmComponent());

	/*MyCamera->SetRelativeLocation(FVector(-300.f, 0.f, 300.f));
	MyCamera->SetRelativeRotation(FRotator(-45.f, 0.f, 0.f));*/

	AutoPossessPlayer = EAutoReceiveInput::Player0;

	MaxSpeed = 100.f;
	Velocity = FVector::ZeroVector;

}

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

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

	AddActorLocalOffset(Velocity * DeltaTime, true);

}

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

	PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &AMyPawn::MoveForward);
	PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AMyPawn::MoveRight);

}

void AMyPawn::MoveForward(float Value)
{
	Velocity.X = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}

void AMyPawn::MoveRight(float Value)
{
	Velocity.Y = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}


在这里插入图片描述

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值