UE4 第三人称 移动端版本 C++

本文档详细介绍了使用C++在UE4中实现第三人称角色移动的步骤,包括Character类的代码实现、按键设置、虚拟按键设计以及角色动画的配置。
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一、代码部分

1、Character

Character.h

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "TPSCpp420Character.generated.h"

UCLASS(config=Game)
class ATPSCpp420Character : public ACharacter
{
    GENERATED_BODY()

    /** Camera boom positioning the camera behind the character */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class USpringArmComponent* CameraBoom;

    /** Follow camera */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
    class UCameraComponent* FollowCamera;
public:
    ATPSCpp420Character();

    /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
    float BaseTurnRate;

    /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
    float BaseLookUpRate;

protected:

    /** Called for forwards/backward input */
    void MoveForward(float Value);

    /** Called for side to side input */
    void MoveRight(float Value);

    /** 
     * Called via input to turn at a given rate. 
     * @param Rate  This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void TurnAtRate(float Rate);

    /**
     * Called via input to turn look up/down at a given rate. 
     * @param Rate  This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
     */
    void LookUpAtRate(float Rate);

    /** Handler for when a touch input begins. */
    void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

    /** Handler for when a touch i
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