// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"
UCLASS()
class UNREALDEMO_API AMyPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AMyPawn();
UPROPERTY(VisibleAnywhere, Category = "MyMesh")
UStaticMeshComponent* MyStaticMesh;
UPROPERTY(VisibleAnywhere, Category = "MyMesh")
class UCameraComponent* MyCamera;
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;
};
实现的文件:
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyPawn.h"
#include "Camera/CameraComponent.h"
// Sets default values
AMyPawn::AMyPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Rootx"));
MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("child"));
MyStaticMesh->SetupAttachment(GetRootComponent());
MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("camerax"));
MyCamera->SetupAttachment(GetRootComponent());
MyCamera->SetRelativeLocation(FVector(-300, 0, 300));
MyCamera->SetRelativeRotation(FRotator(-45, 0, 0));
}
// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
编译之后,删除掉BP_Pawn之后,重新生成,才能看到position,scale,rotation,不知道咋回事