文章目录
- Actor和组件介绍
- Actor
- 组件(Component)
- 在蓝图中创建Actor,添加组件
- 在C++中创建Actor,添加组件
Actor和组件介绍
Actor
详细介绍可以去看 Actor和几何体官方文档
还有大钊的这篇文章《InsideUE4》GamePlay架构(一)Actor和Component
所有可以放入关卡的对象都是 Actor,比如摄像机、静态网格体、玩家起始位置。Actor支持三维变换,例如平移、旋转和缩放。你可以通过游戏逻辑代码(C++或蓝图)创建(生成)或销毁Actor。
在C++中,AActor是所有Actor的基类。
组件(Component)
详细介绍可以去看 组件官方文档
还有大钊的这篇文章《InsideUE4》GamePlay架构(一)Actor和Component
组件(Component) 是可以添加到Actor上的一项功能。
当你为Actor添加组件后,该Actor便获得了该组件所提供的功能。例如:
- 聚光灯组件(Spot Light Component)允许你的Actor像聚光灯一样发光,
- 旋转移动组件(Rotating Movement Component)能使你的Actor四处旋转,
- 音频组件(Audio Component)将使你的Actor能够播放声音。
组件必须绑定在Actor身上,它们无法单独存在。
在蓝图中创建Actor,添加组件
在C++中创建Actor,添加组件
创建一个ActorC++类 — MyCustomActor
MyCustomActor.h
#pragma once#include "CoreMinimal.h"
// 引入组件
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/BoxComponent.h"
#include "Components/AudioComponent.h"
#include "Particles/ParticleSystemComponent.h"#include "GameFramework/Actor.h"
#include "MyCustomActor.generated.h"UCLASS()
class DEMO_API AMyCustomActor : public AActor
{GENERATED_BODY()public:// Sets default values for this actor's propertiesAMyCustomActor();protected:// Called when the game starts or when spawnedvirtual void BeginPlay() override;public:// Called every framevirtual void Tick(float DeltaTime) override;// 自定义组件UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")USceneComponent *SceneComponent;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")UStaticMeshComponent *StaticMeshComponent;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")UBoxComponent *BoxComponent;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")UAudioComponent *AudioComponent;UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MySceneComponent")UParticleSystemComponent *ParticleSystemComponent;
};
MyCustomActor.cpp
#include "MyCustomActor.h"// Sets default values
AMyCustomActor::AMyCustomActor()
{// 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;// 创建组件SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("CustomScene"));StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CustomStaticMesh"));BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CustomBox"));AudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("CustomAudio"));ParticleSystemComponent = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("CustomParticleSystem"));// 把组件添加到根组件RootComponent = SceneComponent;StaticMeshComponent->SetupAttachment(SceneComponent);BoxComponent->SetupAttachment(SceneComponent);AudioComponent->SetupAttachment(BoxComponent);ParticleSystemComponent->SetupAttachment(SceneComponent);
}// Called when the game starts or when spawned
void AMyCustomActor::BeginPlay()
{Super::BeginPlay();
}// Called every frame
void AMyCustomActor::Tick(float DeltaTime)
{Super::Tick(DeltaTime);
}
编译后,创建蓝图BP_MyCustomActor