[UE4]创建自己的角色
首先,需要在UE4中设置自己需要输入的按键,点击工具栏的Settings/ProjectSettings,找到input,在Bindings下添加自己需要的输入按键,我这里绑定了JumpBtn、MoveForward、MoveRight、Turn、LookUp
输入设置完毕后,就开始创建自己的主角控制器
一、使用蓝图创建主角
1.在UE4文件夹中,右键创建一个Blueprint Class,选择继承Character(人形控制器),创建后自己命名FirstHero
2.双击打开蓝图,可以给FirstHero添加一个摄像机组件,点击AddComponent,找到Camera
3.开始可以给FirstHero添加控制事件了,打开Event Graph,分别找到最开始设置输入的五个事件,并对应相应的操作,JumpBtn调用Jump跳跃和StopJumping,MoveForward调用AddMoveMentInput前后移动,MoveRight调用AddMoveMentInput左右移动,Turn调用AddControllerYawInput左右旋转,LookUp调用AddControllerPitchInput上下查看
4.还需要一个小小的设置,不然摄像机是不会跟着控制器旋转的,选择摄像机组件,找到CameraSettings/UsePawnControlRotation,选中即可
5.编译,设置好GameMode的DefaultPawnClass,就可以运行了。
二、使用C++创建主角
1.在UE4中创建一个C++ Class,选择继承Character(人形控制器),创建后自己命名FirstHero
2.在VS中,进行编辑
#pragma once #include "GameFramework/Character.h" #include "FristHero.generated.h" UCLASS() class MYNULLPROJECT_API AFristHero : public ACharacter { GENERATED_BODY() class UCameraComponent* FirstCameraCompent; public: // Sets default values for this character's properties AFristHero(); // Called when the game starts or when spawned virtual void BeginPlay() override; // Called every frame virtual void Tick( float DeltaSeconds ) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override; //前后移动 void MoveForward(float value); //左右移动 void MoveRight(float value); //跳跃 void Jump(); //停止跳跃 void StopJump(); };
// Fill out your copyright notice in the Description page of Project Settings. #include "MyNULLProject.h" #include "FristHero.h" // Sets default values AFristHero::AFristHero() { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. //设置这个控制的Tick函数每帧执行 PrimaryActorTick.bCanEverTick = true; // 创建一个摄像机组件 FirstCameraCompent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera")); FirstCameraCompent->AttachParent = GetCapsuleComponent(); FirstCameraCompent->RelativeLocation = FVector(0, 0, 64.f); // Position the camera //设置摄像机可以跟随控制器旋转 FirstCameraCompent->bUsePawnControlRotation = true; } // Called when the game starts or when spawned void AFristHero::BeginPlay() { Super::BeginPlay(); } // Called every frame void AFristHero::Tick( float DeltaTime ) { Super::Tick( DeltaTime ); } // Called to bind functionality to input void AFristHero::SetupPlayerInputComponent(class UInputComponent* InputComponent) { Super::SetupPlayerInputComponent(InputComponent); InputComponent->BindAxis("MoveForward", this, &AFristHero::MoveForward); InputComponent->BindAxis("MoveRight",this, &AFristHero::MoveRight); InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); InputComponent->BindAction("JumpBtn",IE_Pressed,this, &AFristHero::Jump); InputComponent->BindAction("JumpBtn", IE_Released, this, &AFristHero::StopJump); } //前后移动 void AFristHero::MoveForward(float value) { if (value != 0.0f) { AddMovementInput(GetActorForwardVector(), value); } } //左右移动 void AFristHero::MoveRight(float value) { if (value != 0.0f) { AddMovementInput(GetActorRightVector(), value); } } //跳跃 void AFristHero::Jump() { Jump(); } //停止跳跃 void AFristHero::StopJump() { StopJumping(); }
3.设置GameMode的DefaultPawnClass
#include "MyNULLProject.h" #include "MyNULLProjectGameMode.h" #include "FristHero.h" AMyNULLProjectGameMode::AMyNULLProjectGameMode() { //通过路径找到蓝图,并将蓝图控制器的类设置给DefaultPawnClass //static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/BluePrint/FirstHero")); //DefaultPawnClass = PlayerPawnClassFinder.Class; //如果用C++创建,则直接将控制器的类赋值给DefaultPawnClass DefaultPawnClass = AFristHero::StaticClass(); }
4.编译运行
三、使用蓝图继承自己写的C++类创建主角
1.参照二写一个C++类
2.在.h文件中的类名上,做一个标注UCLASS(Blueprintable),此类可以为蓝图继承
#pragma once #include "GameFramework/Character.h" #include "FristHero.generated.h" UCLASS(Blueprintable) class MYNULLPROJECT_API AFristHero : public ACharacter { GENERATED_BODY() class UCameraComponent* FirstCameraCompent; public: // Sets default values for this character's properties AFristHero(); // Called when the game starts or when spawned virtual void BeginPlay() override; // Called every frame virtual void Tick( float DeltaSeconds ) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override; //前后移动 void MoveForward(float value); //左右移动 void MoveRight(float value); //跳跃 void Jump(); //停止跳跃 void StopJump(); };
3.创建一个新蓝图,继承自定义的C++类,可直接搜索到
4.蓝图操作,详细见其他资料
5.编译运行