C++UE4游戏开发举例

在Unreal Engine 4 (UE4) 中使用C++进行游戏开发是一个常见的做法,特别是对于需要更高级别控制和优化的项目。以下是一个简化的C++ UE4游戏开发示例,演示了如何创建一个基本的角色(Player)类,并添加一些基本的功能,如移动和射击。

1. 创建新的Actor类(Player)

首先,你需要创建一个新的C++类,继承自AActor或其子类(例如APawnACharacter,如果你使用的是UE4的Character模板)。

// Player.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "Components/StaticMeshComponent.h"
class APlayer : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
APlayer();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Handlers for input
void MoveForward(float Value);
void MoveRight(float Value);
// ... Add more input handlers for other actions like shooting, jumping, etc.
protected:
// Called for bound keys when they are pressed
void OnFirePressed();
// Components
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
UStaticMeshComponent* MeshComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
UCapsuleComponent* CapsuleComponent;
// ... Add more components if needed (e.g., for animations, weapons, etc.)
};

2. 实现Player类

.cpp文件中实现APlayer类的函数。

// Player.cpp
#include "Player.h"
// Sets default values
APlayer::APlayer()
{
// 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;
// Create mesh and collision components
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleComponent"));
// ... Initialize other components here
}
// Called when the game starts or when spawned
void APlayer::BeginPlay()
{
Super::BeginPlay();
// Initialize player state here
}
// Called to bind functionality to input
void APlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Bind axis movements to SetAxisValue on the movement component
PlayerInputComponent->BindAxis("MoveForward", this, &APlayer::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &APlayer::MoveRight);
// Bind actions to functions on this pawn
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &APlayer::OnFirePressed);
// ... Bind more actions here
}
// Called for bound keys when they are pressed
void APlayer::OnFirePressed()
{
// Implement firing logic here
// For example, spawn a projectile at the player's position
}
// Handlers for input
void APlayer::MoveForward(float Value)
{
// Use the value to move the pawn forward/backward
// You might have a movement component to handle this
}
void APlayer::MoveRight(float Value)
{
// Use the value to move the pawn left/right
// ...
}
// ... Implement other functions and handlers here

3. 在游戏中使用Player类

在UE4编辑器中,你需要创建一个蓝图或C++派生类来实例化APlayer类,并将其添加到场景中。你也可以通过蓝图或C++代码来控制角色的行为。

4. 注意事项

  • 确保你已经正确设置了项目的构建路径和依赖项,以便能够编译和运行C++代码。
  • 在UE4中,许多常见的游戏逻辑(如移动、射击等)可以通过蓝图系统来实现,而无需编写C++代码
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