UE4 创建第三人称角色

一、C++创建

1.      创建一个C++类,继承自Character,取名MyThirdCharacter

2.      在头文件中声明一个摄像机目标点CameraBoom,一个摄像机FollowCamera,再声明两个控制移动的函数,与跳跃的函数

#include "GameFramework/Character.h"
#include "MyThirdCharacter.generated.h" UCLASS()
class MYFIRSTNULLPROJECT_API AMyThirdCharacter : public ACharacter
{
GENERATED_BODY() //摄像机目标点
class USpringArmComponent* CameraBoom;
//跟随相机
class UCameraComponent* FollowCamera;
public:
// Sets default values for this character's properties
AMyThirdCharacter(); // Called when the game starts or when spawned
virtual void BeginPlay() override; // Called every frame
virtual void Tick( float DeltaSeconds ) override; // Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override; //控制前后移动
void MoveForward(float value);
//控制左右移动
void MoveRight(float value);
};

3.      在构造函数中,初始化一些控制参数与创建自己所需要的组件

4.      在输入中,处理控制函数

#include "MyFirstNULLProject.h"
#include "MyThirdCharacter.h" // Sets default values
AMyThirdCharacter::AMyThirdCharacter()
{
// 设置这个Character每帧调用Tick函数
PrimaryActorTick.bCanEverTick = true;
//设置控制器不受旋转影响
bUseControllerRotationPitch = false;
bUseControllerRotationRoll = false;
bUseControllerRotationYaw = false;
//设置胶囊碰撞体的大小
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.f);
//设置控制器在移动时可以旋转
GetCharacterMovement()->bOrientRotationToMovement = true;
//在本地找到模型文件,并赋值给mesh设置相应参数
static ConstructorHelpers::FObjectFinder<USkeletalMesh> playerPawn(TEXT("/Game/Animation/mon_goblinWizard/mon_goblinWizard"));
GetMesh()->SetSkeletalMesh(playerPawn.Object);
GetMesh()->SetRelativeLocation(FVector(0, 0, -95.f));
GetMesh()->SetRelativeRotation(FRotator(0,-90.f,0.f));
//创建一个摄像机目标点 USpringArmComponent 设置父级 长度 可旋转
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->TargetArmLength = 300;
CameraBoom->bUsePawnControlRotation = true;
//创建一个摄像机 绑定到CameraBoom下,不受控制旋转的影响 受CameraBoom旋转影响
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false; } // Called when the game starts or when spawned
void AMyThirdCharacter::BeginPlay()
{
Super::BeginPlay();
//设置初始位置
RootComponent->SetWorldLocation(FVector(0, 0, 0));
} // Called every frame
void AMyThirdCharacter::Tick( float DeltaTime )
{
Super::Tick( DeltaTime ); } // Called to bind functionality to input
//处理输入事件
void AMyThirdCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
InputComponent->BindAxis("MoveForward", this, &AMyThirdCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AMyThirdCharacter::MoveRight);
InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); InputComponent->BindAction("JumpBtn",IE_Pressed,this, &ACharacter::Jump);
InputComponent->BindAction("JumpBtn", IE_Released,this, &ACharacter::StopJumping);
} void AMyThirdCharacter::MoveForward(float value)
{
if ((Controller != NULL) && (value != 0.0f))
{
// 找到当前的前方向
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0); // 获取到前方向
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, value);
}
} void AMyThirdCharacter::MoveRight(float value)
{
if ((Controller != NULL) && (value != 0.0f))
{
// 找到当前的前方向
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0); // 获取到右方向
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(Direction, value);
}
}

5.      设置GameMode的DefaultPawnClass,编译运行

二、蓝图创建

1.创建一个新的蓝图,继承自Character,取名MyThirdHero

2.双击打开蓝图,选择MyThirdHero,确定bUseControllerRotationPitch,bUseControllerRotationRoll,bUseControllerRotationYaw均为false,不受旋转影响

3.选中mesh,在SkeletalMesh中,选择自己的导入的模型,并设置位置旋转等相应参数,可在Viewport中看见详细情况

4.选中CapsuleComponent,在Shape栏下,可以根据模型大小调整碰撞胶囊的大小、

5.创建一个摄像机目标点,点击AddComponent,在Camera分类中有一个Spring Arm,点击创建,选中在右边可以设置他的参数,比如TargetArm
Length则是,他与摄像机的距离,这里主要还得勾选UsePawn Control Rotation,让他可以旋转

6.创建一个摄像机,让他作为SpringArm的子节点,确定摄像机的Use Pawn Control Rotation为不勾选状态,摄像机跟随父节点的旋转

7.选中CharacterMovement,确定OrientRotationtoMovement为勾选状态,让他可以在移动的时候旋转

8.开始编写输入控制,让角色可以动起来

UE4 创建第三人称角色

9.编译,设置GameMode的DefaultPawnClass,编译,运行

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