UE4和C++ 开发-组件开发

1、.cpp核心代码

#include "Public/SpaceShip.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SphereComponent.h" 
#include "Camera/CameraComponent.h"
// Sets default values
ASpaceShip::ASpaceShip()
{
 	// 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;
	ShipSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipSM"));
	RootComponent = ShipSM;

	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionComp"));
	CollisionComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
	CameraComp->SetupAttachment(RootComponent);
}

2、.h核心代码

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SpaceShip.generated.h"
class USphereComponent;
class UCameraComponent;



	UPROPERTY(VisibleAnywhere,Category="Component")
	USphereComponent*CollisionComp;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UStaticMeshComponent * ShipSM;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCameraComponent*CameraComp;

1、.h代码

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SpaceShip.generated.h"
class USphereComponent;
class UCameraComponent;
UCLASS()
class SPACESHIPBATTLE_API ASpaceShip : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ASpaceShip();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UPROPERTY(VisibleAnywhere,Category="Component")
	USphereComponent*CollisionComp;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UStaticMeshComponent * ShipSM;
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCameraComponent*CameraComp;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	
};

2.cpp代码

// Fill out your copyright notice in the Description page of Project Settings.


#include "Public/SpaceShip.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SphereComponent.h" 
#include "Camera/CameraComponent.h"
// Sets default values
ASpaceShip::ASpaceShip()
{
 	// 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;
	ShipSM = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipSM"));
	RootComponent = ShipSM;

	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionComp"));
	CollisionComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
	CameraComp->SetupAttachment(RootComponent);
}

// Called when the game starts or when spawned
void ASpaceShip::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ASpaceShip::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ASpaceShip::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

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转载自blog.csdn.net/2201_75598244/article/details/132893056