【UE4】两个摄像头之间切换

一、效果展示

请添加图片描述

二、操作步骤

  • 创建两个摄像机,一个放在场景中,另一个放在Cube上

  • 摄像机的细节面板中约束宽高比(Constrain Aspect Ratio)属性勾选后可以让两个摄像头之间的切换更流畅,但这不是必须的

  • 会用到#include "Kismet/GameplayStatics.h"头文件,获取玩家控制器的方法在这个类中

三、已知摄像机数量写法

h

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

#pragma once

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

UCLASS()
class QUICKSTART_API ACameraDirector : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACameraDirector();
	//在编辑器中可以编辑
	UPROPERTY(EditAnywhere)
		AActor* CameraOne;

	UPROPERTY(EditAnywhere)
		AActor* CameraTwo;

	float TimeToNextCameraChange;
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 "CameraDirector.h"
#include "Kismet/GameplayStatics.h"

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

}

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

// Called every frame
void ACameraDirector::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	//摄像机切换间隔时间/摄像机停留时间
	const float TimeBetweenCameraChanges = 2.0f;
	//光滑的混合时间
	const float SmoothBlendTime = 0.75f;

	TimeToNextCameraChange -= DeltaTime;
	if (TimeToNextCameraChange <= 0.0f)
	{
		//重置
		TimeToNextCameraChange += TimeBetweenCameraChanges;
		//查找本地玩家控制的actor 
		APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
		if (OurPlayerController)
		{
			if (OurPlayerController->GetViewTarget() != CameraOne && CameraOne != nullptr)
			{
				//立刻切换到摄像机1
				OurPlayerController->SetViewTarget(CameraOne);
			}
			else if (OurPlayerController->GetViewTarget() != CameraTwo && CameraTwo != nullptr)
			{
				//平滑的切换到摄像机2
				OurPlayerController->SetViewTargetWithBlend(CameraTwo,SmoothBlendTime);
			}
		}

	}
}


四、动态增加摄像机数量

使用数组TArray
h

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

#pragma once

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

UCLASS()
class QUICKSTART_API ACameraDirector : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACameraDirector();

	UPROPERTY(EditAnywhere)
		TArray<AActor*> CameraArr;

	float TimeToNextCameraChange;
private:
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 "CameraDirector.h"
#include "Kismet/GameplayStatics.h"

static int iCurrentNum = 0;
// Sets default values
ACameraDirector::ACameraDirector()
{
	// 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;

}

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

}

// Called every frame
void ACameraDirector::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	//摄像机切换间隔时间/摄像机停留时间
	const float TimeBetweenCameraChanges = 2.0f;
	//光滑的混合时间
	const float SmoothBlendTime = 0.75f;

	TimeToNextCameraChange -= DeltaTime;
	if (TimeToNextCameraChange <= 0.0f)
	{
		//重置
		TimeToNextCameraChange += TimeBetweenCameraChanges;
		//查找本地玩家控制的actor 
		APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
		if (OurPlayerController)
		{
			int32 iCameraCount = CameraArr.Num();
			if (iCurrentCameraNum < iCameraCount)
			{
				if (CameraArr[iCurrentCameraNum] != nullptr)
				{
					//平滑地混合到摄像机
					OurPlayerController->SetViewTargetWithBlend(CameraArr[iCurrentCameraNum], SmoothBlendTime);
				}
				iCurrentCameraNum++;
			}
			else
			{
				iCurrentCameraNum = 0;
				//立即切换到摄像机1
				OurPlayerController->SetViewTarget(CameraArr[iCurrentCameraNum]);
			}
		}
	}
}


再回到细节面板就可以发现多了个小加号,点击加号可以自由增加数组的大小
在这里插入图片描述

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