创建BoxCollision(BoxComponent)并注册Overlap和Hit事件回调函数【UE4】【C++】

BoxComponent的Overlap事件

添加一个继承自Character名为MyCharacter的C++类。

.h文件

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/BoxComponent.h"
#include "MyCharacter.generated.h"

UCLASS()
class EXECTEST_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AMyCharacter();

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;
	//Box对象
	UBoxComponent* CollisionMesh;
	//OverlapBegin事件的回调函数
	UFUNCTION()
	void OnTestOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherCom, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	//OverlapEnd事件的回调函数
	UFUNCTION()
	void OnTestOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherCom, int32 OtherBodyIndex);
};

回调函数一定要加UFUNCTION(),否则无法注册成功,因为UE4的代码生成工具需要通过该标识生成相应的代码,变相实现虚拟机编程语言(比如Java、C#)的反射。

.cpp文件

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


#include "MyCharacter.h"
#include "Engine.h"

// Sets default values
AMyCharacter::AMyCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	//创建BoxComponent
	CollisionMesh = CreateDefaultSubobject<UBoxComponent>(TEXT("TestCollision"));
	CollisionMesh->SetBoxExtent(FVector(200.f, 200.f, 96.f));
	CollisionMesh->bDynamicObstacle = true;
	CollisionMesh->SetupAttachment(GetRootComponent());
	//注意: 要触发Overlap事件,SetCollisionResponseToAllChannels要么不设置,要么设置为ECR_Overlap。
	CollisionMesh->SetCollisionResponseToAllChannels(ECR_Overlap);
	/*CollisionMesh->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
	CollisionMesh->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
	CollisionMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
	CollisionMesh->SetNotifyRigidBodyCollision(true);
	CollisionMesh->SetSimulatePhysics(true);*/
	//要触发Overlap事件,碰撞对象需要勾选属性: Generate Overlap Events
	FScriptDelegate DelegateBegin;
	DelegateBegin.BindUFunction(this, "OnTestOverlapBegin");
	CollisionMesh->OnComponentBeginOverlap.Add(DelegateBegin);
	FScriptDelegate DelegateEnd;
	DelegateEnd.BindUFunction(this, "OnTestOverlapEnd");
	CollisionMesh->OnComponentEndOverlap.Add(DelegateEnd);
}

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

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

}

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

}

void AMyCharacter::OnTestOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherCom, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Yellow, FString("Begin++++++") + SweepResult.Location.ToString());
}

void AMyCharacter::OnTestOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherCom, int32 OtherBodyIndex)
{
	GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Yellow, FString("End------") + OtherActor->GetName());
}

想触发Overlap事件时,场景中的碰撞对象需要勾选的选项:Generate Overlap Events

这样,当角色走到场景对象的附近,且身上的box与该物体发生碰撞时,就可以触发Overlap事件。

 

BoxComponent的Hit事件

.h文件

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/BoxComponent.h"
#include "MyCharacter.generated.h"

UCLASS()
class EXECTEST_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AMyCharacter();

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;
	//Box对象
	UBoxComponent* CollisionMesh;

	//Hit事件回调函数
	UFUNCTION()
	void OnTestHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit);
};

 

.cpp文件

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


#include "MyCharacter.h"
#include "Engine.h"

// Sets default values
AMyCharacter::AMyCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	//创建BoxComponent
	CollisionMesh = CreateDefaultSubobject<UBoxComponent>(TEXT("TestCollision"));
	CollisionMesh->SetBoxExtent(FVector(200.f, 200.f, 96.f));
	CollisionMesh->bDynamicObstacle = true;
	CollisionMesh->SetupAttachment(GetRootComponent());
	//注意: 如果要让CollisionMesh->OnComponentHit的回调事件触发,必须设置CollisionMesh->BodyInstance.SetCollisionProfileName
	CollisionMesh->BodyInstance.SetCollisionProfileName("MyCollisionProfile");
	CollisionMesh->SetNotifyRigidBodyCollision(true);
	//要触发Hit事件,碰对对象需要勾选属性:Simulation Generates Hit Events
	FScriptDelegate DelegateHit;
	DelegateHit.BindUFunction(this, "OnTestHit");
	CollisionMesh->OnComponentHit.Add(DelegateHit);

}

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

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

}

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

}


void AMyCharacter::OnTestHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit)
{
	GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Yellow, FString("Hit######") + Hit.Location.ToString());
}

注意,上面设置的ProfileName:MyCollisionProfile,是在Project Settings中设置的,具体步骤见下文 Collision Channel 设置

 

场景中的碰撞对象需要设置的选项

注意,当首次勾选Simulate Physics时,Collision Presets会自动修改为PhysicsActor。

Simulate Physics:如果要触发Hit事件,这个属性是必须勾选的。

Simulation Generates Hit Events:表示是否触发当前物体的Hit事件,如果你需要回调事件不是这个物体的,可以不勾选该选项。对应的C++属性叫做: FBodyInstance::bNotifyRigidBodyCollision

Collision Presets:同上,如果不关心当前物体的碰撞规则,只是希望其他物体碰到当前物体时,能触发其他物体的碰撞事件,那么Collision Presets可以设置默认值。

Collision Channel 设置

打开Edit—>Project Settings—>Engine—>Collision

然后点击Object Channel下的New Object Channel:

输入一个名称,并将Default Response设置为Block。

然后点击Accept,这样Object Channels就多了一条记录。

然后点击Preset下的New:

Name自己定义,这里的Name就是之前C++代码中设置ProfileName中的名字;CollisionEnabled设置为Collision Enabled;ObjectType设置为上面步骤添加的记录;因为我们这里需要的是Hit事件,不需要Overlap,所以这里的Collision Response设置为Block。

其中 CollisionEnabled 类型如下:

No Collision 全部禁用,物体会坠入地表,且没有物理;

Query Only 只启用碰撞,不会坠入地表,但是没有物理;

Physics Only 只启用物理,但是会坠入地表;

Collision Enabled 同事启用碰撞和物理,既不会坠入地表,同时有物理;

 

点击Accept之后,就在Preset列表中多了一条记录

参考链接

 

 

 

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好的,以下是一个简单的UE4 C++代码示例,用于触发门的开启事件: 首先,创建一个继承自Actor的蓝图类,将门模型拖放到该类中,并为门添加一个Box组件作为门的触发器。 在.h文件中添加以下代码: ```c++ #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyDoor.generated.h" UCLASS() class MYPROJECT_API AMyDoor : public AActor { GENERATED_BODY() public: AMyDoor(); protected: UPROPERTY(VisibleAnywhere, Category = "Components") class UStaticMeshComponent* DoorMesh; UPROPERTY(VisibleAnywhere, Category = "Components") class UBoxComponent* TriggerBox; UPROPERTY(EditAnywhere, Category = "Properties") float OpenAngle = 90.0f; UPROPERTY(EditAnywhere, Category = "Properties") float DoorCloseDelay = 2.0f; float LastDoorOpenTime; UPROPERTY(EditAnywhere, Category = "Properties") float DoorOpenSpeed = 0.8f; UPROPERTY(EditAnywhere, Category = "Properties") float DoorCloseSpeed = 2.0f; UFUNCTION() void OnDoorOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor); UFUNCTION() void OnDoorOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor); public: virtual void Tick(float DeltaTime) override; }; ``` 在.cpp文件中添加以下代码: ```c++ #include "MyDoor.h" #include "Components/StaticMeshComponent.h" #include "Components/BoxComponent.h" AMyDoor::AMyDoor() { PrimaryActorTick.bCanEverTick = true; DoorMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DoorMesh")); RootComponent = DoorMesh; TriggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerBox")); TriggerBox->SetupAttachment(RootComponent); TriggerBox->OnComponentBeginOverlap.AddDynamic(this, &AMyDoor::OnDoorOverlapBegin); TriggerBox->OnComponentEndOverlap.AddDynamic(this, &AMyDoor::OnDoorOverlapEnd); LastDoorOpenTime = 0.0f; } void AMyDoor::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (GetWorld()->TimeSeconds - LastDoorOpenTime > DoorCloseDelay) { float CurrentYaw = DoorMesh->GetComponentRotation().Yaw; float TargetYaw; if (CurrentYaw > 0) { TargetYaw = 0.0f; } else { TargetYaw = OpenAngle; } float NewYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, DoorCloseSpeed); DoorMesh->SetRelativeRotation(FRotator(0.0f, NewYaw, 0.0f)); } } void AMyDoor::OnDoorOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor) { if (OtherActor && OtherActor != this) { LastDoorOpenTime = GetWorld()->TimeSeconds; float CurrentYaw = DoorMesh->GetComponentRotation().Yaw; float NewYaw = FMath::FInterpTo(CurrentYaw, OpenAngle, GetWorld()->DeltaTimeSeconds, DoorOpenSpeed); DoorMesh->SetRelativeRotation(FRotator(0.0f, NewYaw, 0.0f)); } } void AMyDoor::OnDoorOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor) { if (OtherActor && OtherActor != this) { LastDoorOpenTime = GetWorld()->TimeSeconds; } } ``` 这个代码示例中,我们添加了一个门模型和一个Box组件用作门的触发器。在Box组件上注册了OnComponentBeginOverlap和OnComponentEndOverlap事件,当有物体进入或离开Box时,将触发相应的事件。在OnDoorOverlapBegin事件中,我们通过插值将门旋转到开启的角度,并在LastDoorOpenTime中存储当前时间。在Tick函数中,我们检查LastDoorOpenTime是否超过DoorCloseDelay,如果是,则插值将门旋转回关闭的角度。 最后,将蓝图类添加到场景中,运行游戏并测试门的开启和关闭事件
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