【UE4】让Actor上下漂浮且旋转

效果展示

请添加图片描述

h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

UCLASS()
class QUICKSTART_API AMyActor : public AActor
{
	GENERATED_BODY()

public:
	UPROPERTY(VisibleAnywhere);
	UStaticMeshComponent* VisualMesh;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speed");
	float FloatSpeed = 20.0f;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Speed");
	float RotationSpeed = 20.0f;

public:
	// Sets default values for this actor's properties
	AMyActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

cpp

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


#include "MyActor.h"

// Sets default values
AMyActor::AMyActor()
{
 	// 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;


	VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
	VisualMesh->SetupAttachment(RootComponent);

	//添加立方体 一般不写死,可以手动去选择
	static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));
	//如果构造成功
	if (CubeVisualAsset.Succeeded())
	{
		VisualMesh->SetStaticMesh(CubeVisualAsset.Object);
		VisualMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
	}

}


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

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

	//获取Actor当前位置及旋转
	FVector NewLocation = GetActorLocation();
	FRotator NewRotation = GetActorRotation();

	//获取自创建以来的游戏时间
	float RunningTime = GetGameTimeSinceCreation();
	//计算高度增量
	float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
	NewLocation.Z += DeltaHeight * FloatSpeed;
	float DeltaRotation = DeltaTime * RotationSpeed;
	NewRotation.Yaw += DeltaRotation;
	//将新的旋转Yaw以及高度设置给Actor
	SetActorLocationAndRotation(NewLocation, NewRotation);
	
}


评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

非西昂

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值