在角色的头文件中,添加一个布尔变量,设为共有状态,用来判断是否携带目标物体,并暴露给蓝图,类型为仅蓝图可读
UPROPERTY(BlueprintReadOnly,Category="Gameplay") bool bIsCarryingObjective;
当NotifyActorBeginOverlap发生时,检查是否与FPSCharacter中的角色发生重叠
AFPSCharacter* MyCharacter = Cast<AFPSCharacter>(OtherActor); if (MyCharacter) { MyCharacter->bIsCarryingObjective = true; Destroy(); }