虚幻4 C++实现物体的上下浮动
- 新建一个C++类,命名为FloatingActor
- 在FloatingActor.h中声明变量floatK和floatSpeed,具体用途看注释:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "FloatingActor.generated.h"
UCLASS()
class TPCPP_API AFloatingActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFloatingActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
//物体运动的时间
float runninfTime;
UStaticMeshComponent* staticMesh;
public:
UPROPERTY(EditAnywhere, Category = "Float|value")
//物体上下移动的振幅
float floatK = 20.f;
UPROPERTY(EditAnywhere, Category = "Float|value")
//物体上下浮动的速率
float floatSpeed = 1.f;
};
3. 在FloatingActor.CPP中的Tick中写入相关代码是物体发生位移:
// Fill out your copyright notice in the Description page of Project Settings.
#include "FloatingActor.h"
#include "Engine/StaticMesh.h"
// Sets default values
AFloatingActor::AFloatingActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
staticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
UStaticMesh* actorMesh = LoadObject<UStaticMesh>(NULL, TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Cone.Shape_Cone'"));
staticMesh->SetStaticMesh(actorMesh);
}
// Called when the game starts or when spawned
void AFloatingActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AFloatingActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//获取物体当前的位置并赋值给newLocation
FVector newLocation = GetActorLocation();
//计算这一帧因该上升的高度
float deltaHeight = FMath::Sin(runninfTime + DeltaTime * floatSpeed) - FMath::Sin(runninfTime);
//物体的高度加上这一帧因该上升的高度
newLocation.Z += deltaHeight * floatK;
//累计时间加上帧时间
runninfTime += DeltaTime * floatSpeed;
//设置物体的位置为新的位置
SetActorLocation(newLocation);
}