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언리얼 에디터 에서 컴파일 버튼을 누르고 코드 변경사항을 로드합니다.
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CollidingPawn 인스턴스를 월드에 놓습니다. 콘텐츠 브라우저 의 "C++ Classes/HowTo_Components/CollidingPawn" 아래에서 클래스를 찾을 수 있습니다.
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플레이 를 누르면 구체를 WASD 로 이동, 마우스로 회전시킬 수 있고, 탁자나 의자 또는 기타 월드에 배치한 피직스 오브젝트 등 월드의 오브젝트와 충돌하며 미끄러져 다닙니다. 스페이스바로 불을 붙이(거나 끄)거나 할 수도 있습니다.
언리얼 엔진 4 에는 다양한 컴포넌트 가 제공되며, 지금까지 알아본 것은 수박 겉 핥기에 불과합니다. 내장된 컴포넌트 를 조금 더 둘러보거나, 직접 한 번 작성해 보세요! 유연하고 강력하며, 프로젝트의 코드 재사용성과 쳬계적인 관리가 용이해 집니다.
완성 코드
CollidingPawn.h
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Pawn.h"
#include "CollidingPawn.generated.h"
UCLASS()
class HOWTO_COMPONENTS_API ACollidingPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACollidingPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
UParticleSystemComponent* OurParticleSystem;
class UCollidingPawnMovementComponent* OurMovementComponent;
virtual UPawnMovementComponent* GetMovementComponent() const override;
void MoveForward(float AxisValue);
void MoveRight(float AxisValue);
void Turn(float AxisValue);
void ParticleToggle();
};
CollidingPawn.cpp
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "HowTo_Components.h"
#include "CollidingPawn.h"
#include "CollidingPawnMovementComponent.h"
// Sets default values
ACollidingPawn::ACollidingPawn()
{
// 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;
// Our root component will be a sphere that reacts to physics
USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
RootComponent = SphereComponent;
SphereComponent->InitSphereRadius(40.0f);
SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
// Create and position a mesh component so we can see where our sphere is
UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
SphereVisual->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
if (SphereVisualAsset.Succeeded())
{
SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
SphereVisual->SetWorldScale3D(FVector(0.8f));
}
// Create a particle system that we can activate or deactivate
OurParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MovementParticles"));
OurParticleSystem->SetupAttachment(SphereVisual);
OurParticleSystem->bAutoActivate = false;
OurParticleSystem->SetRelativeLocation(FVector(-20.0f, 0.0f, 20.0f));
static ConstructorHelpers::FObjectFinder<UParticleSystem> ParticleAsset(TEXT("/Game/StarterContent/Particles/P_Fire.P_Fire"));
if (ParticleAsset.Succeeded())
{
OurParticleSystem->SetTemplate(ParticleAsset.Object);
}
// Use a spring arm to give the camera smooth, natural-feeling motion.
USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
SpringArm->SetupAttachment(RootComponent);
SpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f);
SpringArm->TargetArmLength = 400.0f;
SpringArm->bEnableCameraLag = true;
SpringArm->CameraLagSpeed = 3.0f;
// Create a camera and attach to our spring arm
UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
Camera->SetupAttachment(SpringArm, USpringArmComponent::SocketName);
// Take control of the default player
AutoPossessPlayer = EAutoReceiveInput::Player0;
// Create an instance of our movement component, and tell it to update our root component.
OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
OurMovementComponent->UpdatedComponent = RootComponent;
}
// Called when the game starts or when spawned
void ACollidingPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACollidingPawn::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
// Called to bind functionality to input
void ACollidingPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
InputComponent->BindAction("ParticleToggle", IE_Pressed, this, &ACollidingPawn::ParticleToggle);
InputComponent->BindAxis("MoveForward", this, &ACollidingPawn::MoveForward);
InputComponent->BindAxis("MoveRight", this, &ACollidingPawn::MoveRight);
InputComponent->BindAxis("Turn", this, &ACollidingPawn::Turn);
}
UPawnMovementComponent* ACollidingPawn::GetMovementComponent() const
{
return OurMovementComponent;
}
void ACollidingPawn::MoveForward(float AxisValue)
{
if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
{
OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
}
}
void ACollidingPawn::MoveRight(float AxisValue)
{
if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
{
OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
}
}
void ACollidingPawn::Turn(float AxisValue)
{
FRotator NewRotation = GetActorRotation();
NewRotation.Yaw += AxisValue;
SetActorRotation(NewRotation);
}
void ACollidingPawn::ParticleToggle()
{
if (OurParticleSystem && OurParticleSystem->Template)
{
OurParticleSystem->ToggleActive();
}
}
CollidingPawnMovementComponent.h
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/PawnMovementComponent.h"
#include "CollidingPawnMovementComponent.generated.h"
/**
*
*/
UCLASS()
class HOWTO_COMPONENTS_API UCollidingPawnMovementComponent : public UPawnMovementComponent
{
GENERATED_BODY()
public:
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
};
CollidingPawnMovementComponent.cpp
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "HowTo_Components.h"
#include "CollidingPawnMovementComponent.h"
void UCollidingPawnMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Make sure that everything is still valid, and that we are allowed to move.
if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
{
return;
}
// Get (and then clear) the movement vector that we set in ACollidingPawn::Tick
FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;
if (!DesiredMovementThisFrame.IsNearlyZero())
{
FHitResult Hit;
SafeMoveUpdatedComponent(DesiredMovementThisFrame, UpdatedComponent->GetComponentRotation(), true, Hit);
// If we bumped into something, try to slide along it
if (Hit.IsValidBlockingHit())
{
SlideAlongSurface(DesiredMovementThisFrame, 1.f - Hit.Time, Hit.Normal, Hit);
}
}
};