创建新C++类
在 虚幻编辑器 中,点击 文件(File) 下拉菜单,然后选择 新建C++类...(New C++ Class...) 命令:
此时将显示 选择父类(Choose Parent Class) 菜单。可以选择要扩展的现有类,将其功能添加到自己的类。选择 Actor,因为其是可在场景中放置的最基本对象类型,然后点击 下一步(Next)。
在 为新Actor命名(Name Your New Actor) 菜单中,将Actor命名为 FloatingActor,然后点击 创建类(Create Class)。
编辑C++类
现在我们已创建C++类,将切换到Visual Studio并编辑代码。
在 Visual Studio 中,找到默认情况下显示在窗口左侧的 解决方案浏览器,然后用其找到 FloatingActor.h
。在项目中,它将位于 Games> QuickStart > Source > QuickStart 下
#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "create_actor.generated.h"UCLASS()
class SPAWNDESTROY_API Acreate_actor : public AActor
{GENERATED_BODY()public: // Sets default values for this actor's propertiesAcreate_actor();protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public: // Called every framevirtual void Tick(float DeltaTime) override;
public:// 静态网格体成员UPROPERTY(VisibleAnywhere)UStaticMeshComponent* visualmesh;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FloatingActor")float FloatSpeed = 20.0f;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FloatingActor")float RotationSpeed = 20.0f;};
#include "create_actor.h"// Sets default values
Acreate_actor::Acreate_actor()
{// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.PrimaryActorTick.bCanEverTick = true;// UStaticMeshComponent 类型的默认子对象。这个组件将用于处理该 Actor 的静态网格模型。visualmesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));// 将 visualmesh 组件附加到 Actor 的根组件(RootComponent)上,这意味着它将与该 Actor 一起移动、旋转或缩放。visualmesh->SetupAttachment(RootComponent);// FObjectFinder 类在游戏资源中查找一个名为 "Shape_Cube" 的静态网格模型资源(UStaticMesh)static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));if (CubeVisualAsset.Succeeded()){// 绑定对应的资源visualmesh->SetStaticMesh(CubeVisualAsset.Object);// 设置相对资源visualmesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));}}// Called when the game starts or when spawned
void Acreate_actor::BeginPlay()
{Super::BeginPlay();}// Called every frame
void Acreate_actor::Tick(float DeltaTime)
{Super::Tick(DeltaTime);FVector NewLocation = GetActorLocation();FRotator NewRotation = GetActorRotation();float RunningTime = GetGameTimeSinceCreation();float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));NewLocation.Z += DeltaHeight * FloatSpeed; //按FloatSpeed调整高度float DeltaRotation = DeltaTime * RotationSpeed; //每秒旋转等于RotationSpeed的角度SetActorLocationAndRotation(NewLocation, NewRotation);}