【UE4 C++】 射线检测 LineTrace 及 BoxTrace、SphereTrace、CapsuleTrace API

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World.h 库里的 Trace API

  • Trace模式
    • TraceSingle 单个结果
    • TraceMulti 多个结果
  • Trace 的检测依据
    • ByChanne
    • ByObjectType
    • ByProfile

LineTraceSingleByChannel

由于一般不使用 World 里的Trace API,故本小结只举 LineTraceSingleByChannel 一个例子

  • Syntax

    bool LineTraceSingleByChannel(
    	struct FHitResult& OutHit,
    	const FVector& Start,
    	const FVector& End,
    	ECollisionChannel TraceChannel,
    	const FCollisionQueryParams& Params = FCollisionQueryParams::DefaultQueryParam,
    	const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam
    ) const;
    
    
  • 代码实现

    // 碰撞参数
    FCollisionQueryParams CollisonQueryParams(TEXT("QueryParams"),true,NULL);
    CollisonQueryParams.bTraceComplex = true;
    CollisonQueryParams.bReturnPhysicalMaterial = false;
    CollisonQueryParams.AddIgnoredActor(this);
    
    // 起始点和检测结果
    FVector BeginLoc = GetActorLocation();
    FVector EndLoc = BeginLoc + GetActorForwardVector() * 1000;
    FHitResult HitResult;
    
    // 射线检测
    GetWorld()->LineTraceSingleByChannel(HitResult, BeginLoc, EndLoc, ECollisionChannel::ECC_Visibility, CollisonQueryParams);
    // 绘制射线
    DrawDebugLine(GetWorld(), BeginLoc, HitResult.GetActor() ? HitResult.Location : EndLoc, FColor::Red, false, 1.0f);
    if (HitResult.GetActor())
    {
    	UKismetSystemLibrary::PrintString(GetWorld(), HitResult.GetActor()->GetName());
    }
    

UKismetSystemLibrary 库里的 Trace API

  • 与蓝图使用的 Trace 节点对应,

  • 实际调用的是 World.h 里的 Trace 函数

LineTrace

LineTraceSingle

根据 Channel 检测单个物体

  • Syntax

    static bool LineTraceSingle(
    	const UObject* WorldContextObject,
    	const FVector Start,
    	const FVector End, 
    	ETraceTypeQuery TraceChannel, 
    	bool bTraceComplex, 
    	const TArray<AActor*>& ActorsToIgnore, 
    	EDrawDebugTrace::Type DrawDebugType,
    	FHitResult& OutHit, 
    	bool bIgnoreSelf, 
    	FLinearColor TraceColor = FLinearColor::Red, 
    	FLinearColor TraceHitColor = FLinearColor::Green, 
    	float DrawTime = 5.0f
    );
    
  • ETraceTypeQuery 说明

    • 默认 TraceTypeQuery1 —— Visibility
    • 默认 TraceTypeQuery2 —— Camera
    • 可在 ProjectSettings->Engine->Collision->Trace Channels 添加自定义
  • 代码实现

    // 起始点和检测结果
    FVector BeginLoc = GetActorLocation();
    FVector EndLoc = BeginLoc + GetActorForwardVector() * 1000;
    FHitResult HitResult;
    
    // 要忽略的物体
    TArray<AActor*> IgnoreActors;	
    	
    	// 射线检测
    bool bIsHit = UKismetSystemLibrary::LineTraceSingle(GetWorld(), BeginLoc, EndLoc, TraceTypeQuery1, false, IgnoreActors, EDrawDebugTrace::ForDuration, HitResult, true);
    if (bIsHit)
    {
    	UKismetSystemLibrary::PrintString(GetWorld(), HitResult.GetActor()->GetName());
    }
    

LineTraceSingleForObjects

根据 Object Type 检测单个物体

  • Syntax

    static bool LineTraceSingleForObjects(
    	const UObject* WorldContextObject,
    	const FVector Start,
    	const FVector End,
    	const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes,
    	bool bTraceComplex,
    	const TArray<AActor*>& ActorsToIgnore,
    	EDrawDebugTrace::Type DrawDebugType,
    	FHitResult& OutHit,
    	bool bIgnoreSelf,
    	FLinearColor TraceColor = FLinearColor::Red,
    	FLinearColor TraceHitColor = FLinearColor::Green,
    	float DrawTime = 5.0f 
    );
    
  • EObjectTypeQuery 对应 ObjectType

    • 默认 ObjectTypeQuery1 —— WorldStatic
    • 默认 ObjectTypeQuery2 —— WorldDynamic
    • 默认 ObjectTypeQuery3 —— Oawn
    • 默认 ObjectTypeQuery4 —— PhysicasBody
    • 默认 ObjectTypeQuery5 —— Vehicle
    • 默认 ObjectTypeQuery6 —— Destructible
    • 可以再 ProjectSettings->Engine->Collision->Object Channels 添加自定义
  • 代码实现

    // 设置要检测的 Object Type
    TArray<TEnumAsByte<EObjectTypeQuery> > ObjectTypes;
    ObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery1);
    
    //开始检测
    bool bIsHit = UKismetSystemLibrary::LineTraceSingleForObjects(GetWorld(), BeginLoc, EndLoc, ObjectTypes, false, IgnoreActors, EDrawDebugTrace::ForDuration, HitResult, true);
    if (bIsHit)
    {
    	UKismetSystemLibrary::PrintString(GetWorld(), HitResult.GetActor()->GetName());
    }
    

LineTraceSingleByProfile

根据 Collision Preset 检测单个物体

  • Syntax

    static bool LineTraceSingleByProfile(
    	const UObject* WorldContextObject,
    	const FVector Start, 
    	const FVector End, 
    	FName ProfileName,
    	bool bTraceComplex,
    	const TArray<AActor*>& ActorsToIgnore,
    	EDrawDebugTrace::Type DrawDebugType,
    	FHitResult& OutHit,
    	bool bIgnoreSelf,
    	FLinearColor TraceColor = FLinearColor::Red,
    	FLinearColor TraceHitColor = FLinearColor::Green,
    	float DrawTime = 5.0f
    );
    
  • ProfileName 对应 Collision Preset 的名称

  • 代码实现

    bool bIsHit = UKismetSystemLibrary::LineTraceSingleByProfile(GetWorld(), BeginLoc, EndLoc,TEXT("BlockAll"), false, IgnoreActors, EDrawDebugTrace::ForDuration, HitResult, true);
    if (bIsHit)
    {
    	UKismetSystemLibrary::PrintString(GetWorld(), HitResult.GetActor()->GetName());
    }
    

LineTraceMulti

根据 Channel 检测多个物体,输出 TArray&

  • Syntax

    static bool LineTraceMulti(
    	const UObject* WorldContextObject,
    	const FVector Start,
    	const FVector End,
    	ETraceTypeQuery TraceChannel,
    	bool bTraceComplex,
    	const TArray<AActor*>& ActorsToIgnore,
    	EDrawDebugTrace::Type DrawDebugType,
    	TArray<FHitResult>& OutHits,
    	bool bIgnoreSelf,
    	FLinearColor TraceColor = FLinearColor::Red,
    	FLinearColor TraceHitColor = FLinearColor::Green,
    	float DrawTime = 5.0f
    );
    

LineTraceMultiForObjects

根据 Object Type 检测多个物体,输出 TArray&

  • Syntax

    static bool LineTraceMultiForObjects(
    	const UObject* WorldContextObject,
    	const FVector Start,
    	const FVector End,
    	const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes,
    	bool bTraceComplex,
    	const TArray<AActor*>& ActorsToIgnore,
    	EDrawDebugTrace::Type DrawDebugType,
    	TArray<FHitResult>& OutHits,
    	bool bIgnoreSelf, FLinearColor TraceColor = FLinearColor::Red,
    	FLinearColor TraceHitColor = FLinearColor::Green,
    	float DrawTime = 5.0f
    );
    

LineTraceMultiByProfile

根据 Collision Preset 检测多个物体,输出 TArray&

  • Syntax

    static bool LineTraceMultiByProfile
    (
    	const UObject* WorldContextObject,
    	const FVector Start,
    	const FVector End,
    	FName ProfileName,
    	bool bTraceComplex,
    	const TArray<AActor*>& ActorsToIgnore,
    	EDrawDebugTrace::Type DrawDebugType,
    	TArray<FHitResult>& OutHits,
    	bool bIgnoreSelf,
    	FLinearColor TraceColor = FLinearColor::Red,
    	FLinearColor TraceHitColor = FLinearColor::Green,
    	float DrawTime = 5.0f
    );
    

BoxTrace

  • BoxTraceSingle

    static bool BoxTraceSingle
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        const FVector HalfSize,
        const FRotator Orientation,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • BoxTraceMulti

    static bool BoxTraceMulti
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        FVector HalfSize,
        const FRotator Orientation,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • BoxTraceSingleForObjects

    static bool BoxTraceSingleForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        const FVector HalfSize,
        const FRotator Orientation,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • BoxTraceMultiForObjects

    static bool BoxTraceMultiForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        const FVector HalfSize,
        const FRotator Orientation,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • BoxTraceSingleByProfile

    static bool BoxTraceSingleByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        const FVector HalfSize,
        const FRotator Orientation,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • BoxTraceMultiByProfile

    static bool BoxTraceMultiByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        FVector HalfSize,
        const FRotator Orientation,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    

SphereTrace

  • SphereTraceSingle

    static bool SphereTraceSingle
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • SphereTraceMulti

    static bool SphereTraceMulti
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • SphereTraceSingleForObjects

    static bool SphereTraceSingleForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • SphereTraceMultiForObjects

    static bool SphereTraceMultiForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • SphereTraceSingleByProfile

    static bool SphereTraceSingleByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • SphereTraceMultiByProfile

    static bool SphereTraceMultiByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    

CapsuleTrace

  • CapsuleTraceSingle

    static bool CapsuleTraceSingle
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • CapsuleTraceMulti

    static bool CapsuleTraceMulti
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • CapsuleTraceSingleForObjects

    static bool CapsuleTraceSingleForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • CapsuleTraceMultiForObjects

    static bool CapsuleTraceMultiForObjects
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        const TArray < TEnumAsByte < EObjectTypeQuery > > & ObjectTypes,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • CapsuleTraceSingleByProfile

    static bool CapsuleTraceSingleByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        FHitResult & OutHit,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    
  • CapsuleTraceMultiByProfile

    static bool CapsuleTraceMultiByProfile
    (
        const UObject * WorldContextObject,
        const FVector Start,
        const FVector End,
        float Radius,
        float HalfHeight,
        FName ProfileName,
        bool bTraceComplex,
        const TArray < AActor * > & ActorsToIgnore,
        EDrawDebugTrace::Type DrawDebugType,
        TArray < FHitResult > & OutHits,
        bool bIgnoreSelf,
        FLinearColor TraceColor,
        FLinearColor TraceHitColor,
        float DrawTime
    )
    

参考

 

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UE4 C++中的锥形检测可以通过射线检测和角度判断来实现。首先,你可以使用射线检测来确定目标是否在AI单位的视野范围内。在给定的代码示例中,可以看到使用了`LineTraceSingleByObjectType`函数进行射线检测。该函数接受起始位置和结束位置,并返回是否有物体被命中。如果有物体被命中,你可以通过`OutHit`来获取命中的信息,如命中的Actor和Component的名称。\[1\] 要实现锥形检测,你可以使用角度判断。在给定的代码示例中,可以看到使用了`GetActorForwardVector`函数来获取AI单位的前方向量,并使用该向量计算了结束位置。如果你想要在AI单位的前方60°夹角的视野范围内进行检测,你可以使用`FVector::DotProduct`函数来计算目标向量和AI单位前方向量的点积,并与一个阈值进行比较。如果点积大于阈值,表示目标在视野范围内。\[2\] 综上所述,你可以结合射线检测和角度判断来实现UE4 C++中的锥形检测。通过射线检测可以确定目标是否被命中,而角度判断可以确定目标是否在视野范围内。 #### 引用[.reference_title] - *1* [UE4C++射线检测](https://blog.csdn.net/qq_41487299/article/details/120208973)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v91^koosearch_v1,239^v3^insert_chatgpt"}} ] [.reference_item] - *2* [UE4如何检测目标在锥形视野内](https://blog.csdn.net/l346242498/article/details/70237083)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v91^koosearch_v1,239^v3^insert_chatgpt"}} ] [.reference_item] - *3* [UE4 射线检测案例(C++)](https://blog.csdn.net/qq_51654332/article/details/124346565)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v91^koosearch_v1,239^v3^insert_chatgpt"}} ] [.reference_item] [ .reference_list ]

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