UE4 C++ 笔记

1.获取当前的GameMode:GameMode = Cast<你GameMode的类名>( UGameplayStatics::GetGameMode(this));

2.输出日志Debug UE_LOG(LogTemp, Log, TEXT("StartPoint:%s"), *StarPoint.ToString()); %d表示按整型数据的实际长度输出数据、%c用来输出一个字符、%s用来输出一个字符串、%x表示以十六进制数形式输出整数。

3.给碰撞组件动态绑定碰撞函数:GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &你的类名::你的函数名);

4.Character键值绑定,键轴绑定:

void APacManCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

PlayerInputComponent->BindAxis("MoveX", this, &你的character类::MoveXAxis);
PlayerInputComponent->BindAxis("MoveY", this, &你的character类::MoveYAxis);
PlayerInputComponent->BindAction("NewGame",IE_Pressed, this, &你的character类::NewG);
PlayerInputComponent->BindAction("Restart", IE_Pressed, this, &你的character类::RS);
PlayerInputComponent->BindAction("Pause", IE_Pressed, this, &你的character类::Pa);

}

5.添加队列,遍历每个元素:定义头文件 TArray<class AEnemy*> Enemys;  在cpp里引入头文件 #include"Public/EngineUtils.h"  然后在队列里添加元素  

for (TActorIterator<AEnemy> EnemyItr(GetWorld()); EnemyItr; ++EnemyItr)
{
AEnemy* enemy = Cast<AEnemy>(*EnemyItr);
if (enemy)
{
Enemys.Add(enemy);
}
}

遍历列表中的每个元素,调用每个元素的方法

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for (auto Iter(Enemys.CreateIterator()); Iter; Iter++)
{
(*Iter)->Destroy();
}

6.FORCEINLINE 内联函数,目的是为了提高函数的执行效率。声明类型后再直接在头文件下面添加FORCEINLINE关键字:

EGameState GetCurrentState() const; 

FORCEINLINE EGameState 你的GameMode类名::GetCurrentState() const
{
return currentState;
}

7.定时器:在头文件里定义一个FTimerHandle TimeVulnerable;  在cpp里引入头文件#include"Public/TimerManager.h"

GetWorldTimerManager().SetTimer(TimeVulnerable, this, &你的类::时间结束后执行的函数, 你的时间.0f, bool是否循环);

8.利用ConstructorHelpers来找资源:引入头文件#include"UObject/ConstructorHelpers.h"

然后开始找资源  例如 static ConstructorHelpers::FObjectFinder<UStaticMesh> CylinderObj(TEXT("'/Game/StarterContent/Shapes/Shape_Cylinder'"));

安全校验 如果查找成功 if (CylinderObj.Succeeded()) 

9.创建一个staticmeshcomponent:在头文件里定义一个指针变量  UStaticMeshComponent* EnemyBody;  然后在cpp里引入头文件  #include"Components/StaticMeshComponent.h"

再在构造函数里创建mesh资源   EnemyBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Body"));

10.C++AI,继承AAIController  可重写两个虚函数 

.h头文件里重写  virtual void Possess(class APawn* InPawn) override;  相当于beginplay 游戏刚开始的时候调用的函数 

.cpp里实现函数前要先调用父类的方法  Super::Possess(InPawn);

void AAIEnemy::Possess(class APawn* InPawn)

{
Super::Possess(InPawn);

}

第二个是重写移动完成后的函数

.h头文件里重写 virtual void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& Result) override;  参数尽量保持一致

.cpp里实现移动完成后寻找下一个点

void AAIEnemy::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult & Result)
{

SearchNewPoint();

}

10.导航网格实现路径寻找:

void AAIEnemy::SearchNewPoint()
{

UNavigationSystem* NavMesh = UNavigationSystem::GetCurrent(this);
if (NavMesh)
{

const float SearchRadius = 10000.0f; //搜寻半径
FNavLocation RamdomPt;
const bool bFound = NavMesh->GetRandomReachablePointInRadius(Bot->GetActorLocation(),SearchRadius,RamdomPt);
if (bFound)
{
MoveToLocation(RamdomPt);
}
}

 11.C++绘制HUD:新建一个C++类继承AHUD类  头文件重写DrawHUD函数 virtual void DrawHUD() override;

然后在cpp里实现在屏幕上中央打印文字    

DrawText(TEXT("Hello")
, FColor::White, (Canvas->SizeX) / 2.0f-150, (Canvas->SizeY) / 2.0f-100, HUDFont);

12.获取当前角色character:你的Character类* Man = Cast<你的Character类>(UGameplayStatics::GetPlayerPawn(this, 0))

13.物体碰撞函数及参数设置:

UFUNCTION()
void OnCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComponent, int OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult);

实现:

void AEnemy::OnCollision(UPrimitiveComponent * HitComp, AActor * OtherActor, UPrimitiveComponent * OtherComponent, int OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
if (OtherActor->IsA(你的Character类::StaticClass()))  //判断碰到的物体是不是主角
}

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转载自www.cnblogs.com/yukiArea/p/10132407.html
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