UE4 weapon实现
发表于2018-02-26
本篇文章主要和大家大家介绍下在虚幻引擎中weapon武器的实现,其中本文中的UE4版本是4.17,对于不同版本api可能有差异。
静态
1、在骨骼上加socket
在socket上右键-添加浏览资源-找到要添加的那个道具(这个只用来看效果,调位置,不会显示到最终效果中),调整socket位置,知道道具位置合适为止
2、在角色bp上,添加一个staticMesh到Mesh节点下
设置父项插槽到刚才创建的socket,选择自己要使用的道具模型
动态(蓝图)
1、创建骨骼socket,步骤同上
2、用蓝图创建跟上面静态一样的结构
注意使用蓝图和c++创建出来的staticMeshComp运行时,在角色蓝图位置是看不到的,原因未知,但武器是正确显示的
动态(代码)
效果跟上面蓝图一样
先设置socket,然后……
MyCharacter.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h" #include "GameFramework/Character.h" #include "TLog.h" #include "Runtime/Engine/Classes/Engine/EngineTypes.h" #include "Runtime/Engine/Classes/Components/InputComponent.h" #include "Runtime/Engine/Classes/Components/StaticMeshComponent.h" #include "Runtime/Engine/Classes/Engine/SkeletalMeshSocket.h" #include "MyCharacter.generated.h" UCLASS() class NDEMO_CHANGEWEAPON_API AMyCharacter : public ACharacter { GENERATED_BODY() public: // Sets default values for this character's properties AMyCharacter(); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; //这里武器加载的是个单独的UStaticMeshComp void WeaponAttach1(); void WeaponDettach1(); //之类武器加载的是个Actor类型的蓝图,这种较好,方便做复合物体一起绑到角色身上 void WeaponAttach2(); void WeaponDettach2(); UStaticMesh* TUStaticMesh; };
MyCharacter.cpp
#include "MyCharacter.h" AMyCharacter::AMyCharacter() { PrimaryActorTick.bCanEverTick = true; static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("StaticMesh'/Game/model/Effects/Meshes/Items/S_Sword_Basic.S_Sword_Basic'")); if (SphereVisualAsset.Succeeded()) { TUStaticMesh = SphereVisualAsset.Object; } } void AMyCharacter::BeginPlay() { Super::BeginPlay(); } void AMyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); //测试默认按钮绑定,不用再手动设置输入 InputComponent->BindAction("Custom_Z", IE_Pressed, this, &AMyCharacter::WeaponAttach1); InputComponent->BindAction("Custom_X", IE_Pressed, this, &AMyCharacter::WeaponDettach1); InputComponent->BindAction("Custom_V", IE_Pressed, this, &AMyCharacter::WeaponAttach2); InputComponent->BindAction("Custom_B", IE_Pressed, this, &AMyCharacter::WeaponDettach2); } void AMyCharacter::WeaponAttach1() { UE_LOG(TLog, Warning, TEXT("WeaponAttach1")); UStaticMeshComponent* C = NewObject<UStaticMeshComponent>(this, "TestWeapon"); this->AddOwnedComponent(C); C->RegisterComponent(); C->SetStaticMesh(TUStaticMesh); C->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f)); C->SetWorldScale3D(FVector(0.8f)); C->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("hand_right_socket")); } void AMyCharacter::WeaponDettach1() { UE_LOG(TLog, Warning, TEXT("WeaponDettach1")); } void AMyCharacter::WeaponAttach2() { TSubclassOf<AActor> WeaponClass = LoadClass<AActor>(NULL, TEXT("Blueprint'/Game/item/TWeapon.TWeapon_C'")); AActor* MeleeWeapon = GetWorld()->SpawnActor<AActor>(WeaponClass, FVector(0,0,0), FRotator(0,0,0)); if (MeleeWeapon) { //通过名字获得骨骼绑点 const USkeletalMeshSocket *socket = GetMesh()->GetSocketByName("hand_right_socket"); //绑定武器模型到骨骼挂点上 socket->AttachActor(MeleeWeapon, GetMesh()); } } void AMyCharacter::WeaponDettach2() { UE_LOG(TLog, Warning, TEXT("WeaponDettach2")); }
Loaction Rule说明
http://www.devqinwei.com/2016/11/03/ue4-%E5%B0%86actor-acttach-to-%E5%8F%A6%E4%B8%80%E4%B8%AAactor%E9%9C%80%E8%A6%81%E6%B3%A8%E6%84%8F%E7%9A%84/
这里要注意Loaction Rule有三种:Keep Relative , Keep World,Snap to Target。
Keep Relative:将actor在当前场景中的transform移到parent(Socket)中。(当actor在world中处于原始transform时,它最终效果就是在Socket的预览中的效果。
Keep World:保持actor在当前场景中的transform,对socket设置transform没有意义。但如果socket移动旋转缩放,会跟随相应移动旋转缩放。
Snap to Target:(最常使用)使用Socket设置的transform,最终效果与actor在当前场景中的transform无关,最终效果等于socket中预览看到的效果。
DetachFromActor要注意,只有Keep Relative和Keep World选项。
如果使用 Snap to Target 进行attach,那么Keep World让Detach之后对保持之前在Socket调整后的最终尺寸到新的场景中(建议使用该方法);如果使用Keep Relative,则会让尺寸使用物体原始尺寸。
特殊问题记录
新建character蓝图,actor类型weapon蓝图(里面包含一个staticMesh)
直接把weapon蓝图拖到character的节点上,运行,character会自动移动,原因跟物理有关,weapon中staticMesh默认Collider设置的是BlockAllDynamic,这个只要改成不跟character碰撞就不会使character自动飞走
奇怪的是,如果直接向character上加一个staticMesh collider也设置成BlockAllDynamic却是没问题的
这个问题无论是直接拖动节点,或是代码动态绑都存在