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APawn
或ACharacter
,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
在.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