- 使用UE4新建一个自带的第一人称设计游戏模板,使用C++工程并且包含初学者内容包
- 在项目中添加粒子效果,使用的函数
/**
UWorld* :指向世界或者关卡的指针
UParticleSystem*:指向粒子组件的指针
const FTransform&SpawnTransform:位置引用
UGameplayStatics::SpawnEmitterAtLocation()
*/
- 在子弹类中添加粒子系统组件
public:
//子弹爆炸的粒子效果
UPROPERTY(EditDefaultsOnly, Category = "AAA")
class UParticleSystem* projectileParticle;
在子弹碰撞函数中添加播放碰撞的函数
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), projectileParticle, GetTransform());
- 完整的代码如下:
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TrueFPSProjectProjectile.generated.h"
class USphereComponent;
class UProjectileMovementComponent;
UCLASS(config=Game)
class ATrueFPSProjectProjectile : public AActor
{
GENERATED_BODY()
/** Sphere collision component */
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
USphereComponent* CollisionComp;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
UProjectileMovementComponent* ProjectileMovement;
public:
//子弹爆炸的粒子效果
UPROPERTY(EditDefaultsOnly, Category = "AAA")
class UParticleSystem* projectileParticle;
public:
ATrueFPSProjectProjectile();
/** called when projectile hits something */
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/** Returns CollisionComp subobject **/
USphereComponent* GetCollisionComp() const { return CollisionComp; }
/** Returns ProjectileMovement subobject **/
UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TrueFPSProjectProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Particles/ParticleSystem.h"
ATrueFPSProjectProjectile::ATrueFPSProjectProjectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
CollisionComp->OnComponentHit.AddDynamic(this, &ATrueFPSProjectProjectile::OnHit); // set up a notification for when this component hits something blocking
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void ATrueFPSProjectProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), projectileParticle, GetTransform());
}
-
给子弹选中粒子的粒子效果
-
点击运行效果如下:
aaa