UEC++碰撞预设和粒子特效激活/失效

1.写在构造函数里Actor.cpp

AMyActor::AMyActor(){

	PrimaryActorTick.bCanEverTick = true;

	//碰撞预设(碰撞已启用)
	MyBox->SetCollisionEnabled(ECollisionEnabled::NoCollision);//无碰撞
	MyBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);//纯查询(无物理碰撞)
	MyBox->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);//纯物理(不查询碰撞)
	MyBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);//已启用碰撞(查询和物理)
	MyBox->SetCollisionEnabled(ECollisionEnabled::ProbeOnly);//仅探测(接触数据,无查询或物理碰撞)
	MyBox->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);//查询和探测(查询碰撞和接触数据,无物理碰撞)
	//碰撞预设(对象类型)
	MyBox->SetCollisionObjectType(ECC_WorldStatic);//世界静态
	MyBox->SetCollisionObjectType(ECC_WorldDynamic);//世界动态
	MyBox->SetCollisionObjectType(ECC_Pawn);//Pawn
	MyBox->SetCollisionObjectType(ECC_PhysicsBody);//物理体
	MyBox->SetCollisionObjectType(ECC_Vehicle);//车辆
	MyBox->SetCollisionObjectType(ECC_Destructible);//破裂体
	//碰撞预设(碰撞响应)
	MyBox->SetCollisionResponseToAllChannels(ECR_Block);//对所有通道设置响应为阻挡
	MyBox->SetCollisionResponseToAllChannels(ECR_Overlap);//对所有通道设置响应为重叠
	MyBox->SetCollisionResponseToAllChannels(ECR_Ignore);//对所有通道设置响应为忽略
	MyBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);//对单个通道设置响应为重叠
	MyBox->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);//对单个通道设置响应为阻挡
	MyBox->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Ignore);//对单个通道设置响应为忽略
}

2.1构造函数里设置

AMyActor::AMyActor()
{
 	// 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;

	//设置盒体范围
	MyBox->SetBoxExtent(FVector(64, 64, 64));
}

2.2在开始里写默认失效

void AMyActor::BeginPlay()
{
	Super::BeginPlay();
	//默认失效
	if (MyParticle) {
		MyParticle->Deactivate();
	}

	//盒体碰撞组件->BeginOverlap事件代理绑定
	MyBox->OnComponentBeginOverlap.AddDynamic(this, &AMyActor::BeginOverlapFunction);
	MyBox->OnComponentEndOverlap.AddDynamic(this, &AMyActor::EndOverlapFunction);
	//盒体碰撞组件->Hit事件代理绑定
	MyBox->OnComponentHit.AddDynamic(this, &AMyActor::HitFunction);
}

2.3写上激活和失效函数

void AMyActor::BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){
	MyParticle->Activate();//特效激活
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("BeginOverLapEvent is success"));
}

void AMyActor::EndOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex){
	MyParticle->Deactivate();//特效失效
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("EndOverLapEvent is success"));
}

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