#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FPSLaunchPad.generated.h"
class UBoxComponent;
class UStaticMeshComponent;
class UParticleSystem;
UCLASS()
class FPSGAME_API AFPSLaunchPad : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AFPSLaunchPad();
protected:
UPROPERTY(VisibleAnywhere, Category = "Components")
UBoxComponent* OverlapComp;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComp;
UFUNCTION()
void OverlapLaunchPad(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UPROPERTY(EditInstanceOnly, Category = "LaunchPad")
float LaunchStrength;
UPROPERTY(EditInstanceOnly, Category = "LaunchPad")
float LaunchPadPitchAngle;
UPROPERTY(EditIn
UE4利用C++写弹射系统
最新推荐文章于 2023-01-01 21:37:38 发布
本文档详细介绍了如何在UE4中利用C++编写弹射系统。首先在头文件定义必要的参数并公开,然后在Actor类中实例化这些参数,并将弹射功能的函数绑定并实现。最后提供了关于UE4宏定义的文档链接,帮助理解宏的具体含义。
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