UE4 C++碰撞和OverLap事件绑定

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

UCLASS()
class PACMAN_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AMyCharacter();

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

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

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

	UFUNCTION()
	void OnCollision( UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
	
	UFUNCTION()
	void OnOverLap( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);

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

#include "MyCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Collecable.h"

// Sets default values
AMyCharacter::AMyCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
	Super::BeginPlay();
	//怎么查看回调函数的参数,对OnComponentHit右键转到定义,去掉第一个参数
	GetCapsuleComponent()->OnComponentHit.AddDynamic(this,&AMyCharacter::OnCollision);
	GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &AMyCharacter::OnOverLap);
}

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

}

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

}

void AMyCharacter::OnCollision(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit)
{
	UE_LOG(LogTemp, Warning, TEXT("Collision"));
}

void AMyCharacter::OnOverLap(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("OverLap"));
    //ACollecable 一个自定义类
	if (OtherActor->IsA(ACollecable::StaticClass()))
	{
		OtherActor->Destroy();
	}
}

猜你喜欢

转载自blog.csdn.net/m0_37981386/article/details/83624875