本篇笔记主要用于记录如何利用C++在虚幻引擎5中实现一些基本的功能需求。
目录
实现功能与代码
以下代码均来自我的跳棋小游戏,所以默认Pawn的类名为ATiaoQi
构造函数中添加物体
.h- UCLASS()
- class UNREALTIAOQI_API ATiaoQi : public APawn
- {
- GENERATED_BODY()
- public:
- UStaticMeshComponent* selectCircle;
- ATiaoQi();
- }
复制代码 .cpp- ATiaoQi::ATiaoQi() {
- RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
- selectCircle = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("selectCircle"));
- static ConstructorHelpers::FObjectFinder<UStaticMesh> PlaneAsset(TEXT("/Script/Engine.StaticMesh'/Engine/BasicShapes/Plane.Plane'"));
- static ConstructorHelpers::FObjectFinder<UMaterial> PlaneMaterial(TEXT("/Script/Engine.Material'/Game/Material/selectBall.selectBall'")); //右键材质,复制引用即可获得该字符串
- selectCircle->SetStaticMesh(PlaneAsset.Object);
- selectCircle->SetMaterial(0, PlaneMaterial.Object);
- const double selectCircleSize = 0.5;
- selectCircle->SetWorldScale3D(FVector(selectCircleSize, selectCircleSize, selectCircleSize));
- selectCircle->SetVisibility(false); //隐藏物体
- }
复制代码 运行时添加C++ Actor
.h- class ACBall;
- UCLASS()
- class UNREALTIAOQI_API ATiaoQi : public APawn
- {
- GENERATED_BODY()
- public:
- ACBall* middleBall;
- }
复制代码 .cpp- #include "CBall.h"
- const FTransform SpawnLocAndRotation(...) //省略具体值;
- middleBall = mainWorld->SpawnActorDeferred<ACBall>(ACBall::StaticClass(), SpawnLocAndRotation); //添加了ACBall类C++ Actor
复制代码 运行时设置动态材质及参数
.h- class UNREALTIAOQI_API ATiaoQi : public APawn
- {
- GENERATED_BODY()
- public:
- UStaticMeshComponent* playerTriangle;
- UMaterialInterface* triangleStaticMaterial;
- UMaterialInstanceDynamic* DynMaterial;
- }
复制代码 .cpp- ATiaoQi::ATiaoQi() {
- static ConstructorHelpers::FObjectFinder<UMaterial> TrianMaterial(TEXT("/Script/Engine.Material'/Game/Material/nowPlayerMaterial.nowPlayerMaterial'"));
- triangleStaticMaterial = TrianMaterial.Object;
- }
- void ATiaoQi::initColor(const FLinearColor& TargetColor) {
- DynMaterial = UMaterialInstanceDynamic::Create(triangleStaticMaterial, this);
- //也可以在这声明一个局部变量作为DynMaterial
- DynMaterial->SetVectorParameterValue(FName(TEXT("Color")), TargetColor); //修改动态材质参数
- playerTriangle->SetMaterial(0, DynMaterial);
- }
复制代码 蓝图调用C++函数
在头文件中给需要调用的函数声明前添加UFUNCTION(BlueprintCallable)即可。
编译后,在蓝图中,获得需要的对象,然后Cast to对应类,再调用函数即可。
蓝图访问C++成员
在头文件中给需要访问的变量声明前添加UPROPERTY(BlueprintReadWrite)即可。
编译后,在蓝图中,获得需要的对象,然后Cast to对应类,即可读取和修改其成员。
C++调用用户控件蓝图函数
思路是这样的,用户控件蓝图继承某个C++控件类,并用蓝图重写其部分C++函数。在控件蓝图中调用指定C++类的函数,使其获得蓝图对象的指针。随后在该C++类中即可直接使用该指针调用C++控件类的函数,即调用了用户控件蓝图的函数。
为什么不直接把用户控件定为C++类而要蓝图呢?因为C++类不提供UI界面的设计器,要直接敲代码,简直没法用。
TiaoQiWidget.h:C++ UserWidget类,控件蓝图继承该类。- UCLASS()
- class UNREALTIAOQI_API UTiaoQiWidget : public UUserWidget
- {
- GENERATED_BODY()
- public:
- UFUNCTION(BlueprintNativeEvent)
- void humanFinish(); //这是需要调用的函数,在蓝图中重写它。
- virtual void humanFinish_Implementation() {}; //必须按照这种形式声明,即在原来的函数后面添加_Implementation,不可声明其=0,但可以为空。
- };
复制代码 TiaoQi.h:- class UTiaoQiWidget;
- UCLASS()
- class UNREALTIAOQI_API ATiaoQi : public APawn
- {
- GENERATED_BODY()
- public:
- UTiaoQiWidget* widget;
- UFUNCTION(BlueprintCallable)
- void setWidget(UTiaoQiWidget* w=nullptr);
- }
复制代码 TiaoQi.cpp:- #include "TiaoQiWidget.h"
- void ATiaoQi::setWidget(UTiaoQiWidget* w) { //在控件蓝图中调用,参数为self即可。
- widget = w; //之后即可调用widget->humanFinish();
- }
复制代码 播放wav格式音效
.h- UCLASS()
- class UNREALTIAOQI_API ATiaoQi : public APawn
- {
- GENERATED_BODY()
- public:
- USoundWave* jumpSoundWave[6];
- ATiaoQi();
- void playSound();
- }
复制代码 .cpp- #include "Sound/SoundWave.h"
- const FString jumpSound[5] = {
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/Jump/s1.s1'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/Jump/s2.s2'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/Jump/s3.s3'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/Jump/s4.s4'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/Jump/s5.s5'") };
- const FString nextStepSound[5] = {
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/humanNextStep/button01_mp3.button01_mp3'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/humanNextStep/button03_mp3.button03_mp3'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/humanNextStep/button04_mp3.button04_mp3'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/humanNextStep/button05_mp3.button05_mp3'"),
- TEXT("/Script/Engine.SoundWave'/Game/soundFX/humanNextStep/button06_mp3.button06_mp3'") };
- ATiaoQi::ATiaoQi() {
- for (int i = 0; i < 5; ++i) {
- ConstructorHelpers::FObjectFinder<USoundWave> jumpSoundObject(*jumpSound[i]);
- jumpSoundWave[i] = jumpSoundObject.Object;
- }
- }
- void ATiaoQi::playSound(){
- const FVector3d T = ...; // 发声地点,省略具体值。
- UGameplayStatics::PlaySoundAtLocation(this, jumpSoundWave[FMath::RandRange(0, 4)], T);
- //下面这种动态载入方式也可以
- USoundWave* HitSound = LoadObject<USoundWave>(this, *nextStepSound[FMath::RandRange(0,4)]);
- //下面这种是直接发声,无关具体位置。
- if (HitSound) {UGameplayStatics::PlaySound2D(GetWorld(), HitSound);}
- }
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