4.11的TopDown Sample Project中,增加了一个新功能:用UDecalComponent显示印花图案,特点是可以在非平面的地形上,按照地面的凹凸地势自动贴紧地面。
定义:
/** A decal that projects to the cursor location. */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class UDecalComponent* CursorToWorld;
构造函数中对其初始化:
// Create a decal in the world to show the cursor's location CursorToWorld = CreateDefaultSubobject<UDecalComponent>("CursorToWorld"); CursorToWorld->AttachTo(RootComponent); static ConstructorHelpers::FObjectFinder<UMaterial> DecalMaterialAsset(TEXT("Material'/Game/TopDownCPP/Blueprints/M_Cursor_Decal.M_Cursor_Decal'")); if (DecalMaterialAsset.Succeeded()) { CursorToWorld->SetDecalMaterial(DecalMaterialAsset.Object); } CursorToWorld->DecalSize = FVector(16.0f, 32.0f, 32.0f); CursorToWorld->SetRelativeRotation(FRotator(90.0f, 0.0f, 0.0f).Quaternion());
跟随鼠标位置在地面上绘制:
void ANetworkTestCharacter::Tick(float DeltaSeconds) { if (CursorToWorld != nullptr) { if (APlayerController* PC = Cast<APlayerController>(GetController())) { FHitResult TraceHitResult; PC->GetHitResultUnderCursor(ECC_Visibility, true, TraceHitResult); FVector CursorFV = TraceHitResult.ImpactNormal; FRotator CursorR = CursorFV.Rotation(); CursorToWorld->SetWorldLocation(TraceHitResult.Location); CursorToWorld->SetWorldRotation(CursorR); } } }