[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();
};
View Code
// 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();
}
View Code

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();
}
View Code

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();
};
View Code

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

posted on 2019-01-01 14:31  一粒沙  阅读(998)  评论(0编辑  收藏  举报