我在访问违规读取位置时崩溃了。我正在虚幻引擎中进行此操作,但是它很简单,我觉得这个问题应该在C ++中普遍适用,尽管我对此并不陌生。
尝试在OpenDoor.cpp的OpenDoor()中分配LastDoorOpenTime时,我崩溃了(如下)。我可以在UOpenDoor :: BeginPlay()程序开始时成功分配给它,但是在OpenDoor()中尝试相同的操作会使应用程序崩溃,并显示“访问冲突读取位置”。
OpenDoor.h:
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "Engine/TriggerVolume.h"
#include "Engine/World.h"
#include "OpenDoor.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ESCAPEROOM_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
void OpenDoor();
void CloseDoor();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(VisibleAnywhere)
float OpenAngle = -60.f;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;
UPROPERTY(EditAnywhere)
float DoorCloseDelay = 1.f;
float LastDoorOpenTime;
AActor* ActorThatOpens;
AActor* Owner;
bool IsDoorOpen;
UWorld* ThisWorld;
};
OpenDoor.cpp:
#include "OpenDoor.h"
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();
ThisWorld = GetWorld();
ActorThatOpens = ThisWorld->GetFirstPlayerController()->GetPawn();
AActor* Owner = GetOwner();
IsDoorOpen = false;
}
void UOpenDoor::OpenDoor()
{
Owner->SetActorRotation(FRotator(0.f, OpenAngle, 0.f));
int cow = 1 + 1;
LastDoorOpenTime = 0.f; //ACCESS VIOLATION HERE
IsDoorOpen = true;
}
void UOpenDoor::CloseDoor()
{
Owner->SetActorRotation(FRotator(0.f, 0.f, 0.f));
IsDoorOpen = false;
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (PressurePlate->IsOverlappingActor(ActorThatOpens)) {
OpenDoor();
}
if (IsDoorOpen) {
if (ThisWorld->GetTimeSeconds() >= LastDoorOpenTime + DoorCloseDelay) {
CloseDoor();
}
}
}
答案 0 :(得分:0)
更改:“ AActor *所有者= GetOwner();”改为“所有者= GetOwner();”修复它。