所以我正在使用虚幻4的C ++进行测试程序,其中我有一个随方向键移动的角色,我有一个NPC角色。我想这样做,当玩家到达NPC的碰撞舱时,它会显示一条消息“嗨,我是欧文”。但是一旦玩家这样做,Unreal崩溃了,我就退出了。我认为这与我提出的NPC代码有关,但我没有看到问题。有人可以帮忙吗?
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/SphereComponent.h"
#include "Engine/Canvas.h"
#include "Engine/Font.h"
#include "Engine/World.h"
#include "NPC.generated.h"
UCLASS()
class GOLDEGG_API ANPC : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ANPC(const FObjectInitializer& ObjectInitializer);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NPCMessage)
FString NpcMessage;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Collision)
USphereComponent* ProxSphere;
UFUNCTION(BlueprintNativeEvent, Category = "Collision")
void Prox(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex, bool bFromSweep, const FHitResult&
SweepResult);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NPCMessage)
FString name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NPCMessage)
UTexture2D* Face;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent*
PlayerInputComponent) override;
};
NPC.cpp
#include "NPC.h"
#include "Engine/Canvas.h"
#include "Engine/Font.h"
#include "MyHUD.h"
#include "Avatar.h"
// Sets default values
ANPC::ANPC(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer)
{
// Set this character to call Tick() every frame. You can turn this off to
improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
ProxSphere = ObjectInitializer.CreateDefaultSubobject<USphereComponent>
(this, TEXT("Proximity Sphere"));
ProxSphere->AttachToComponent(RootComponent,
FAttachmentTransformRules::KeepWorldTransform);
ProxSphere->SetSphereRadius(150.0f);
ProxSphere->OnComponentBeginOverlap.AddDynamic(this, &ANPC::Prox);
NpcMessage = "Hi, I'm Owen";
}
// Called when the game starts or when spawned
void ANPC::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ANPC::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ANPC::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void ANPC::Prox_Implementation(UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (Cast<AAvatar>(OtherActor) == nullptr)
{
return;
}
APlayerController* PController = GetWorld()->GetFirstPlayerController();
if (PController)
{
AMyHUD * hud = Cast<AMyHUD>(PController->GetHUD());
hud->addMessage(Message(NpcMessage, 5.0f, FColor::White));
//name + FString(":") + message
}
}
答案 0 :(得分:0)
看起来hud->addMessage()
调用特别错误。可能hud
为空或PController->GetHUD()
为空吗?
此外,ANPC::Prox()
定义在哪里?我注意到这里引用了ProxSphere->OnComponentBeginOverlap.AddDynamic(this, &ANPC::Prox);