我正在尝试在角色类视口中移动相机。每当我点击“播放”时,静态网格物体便会重新定位自身,就像将其作为摄影机的父对象一样。因此,如果我沿z轴移动相机,则网格将不会移动,但是当我点击播放时,网格将替换为它在移动相机组件之前位于相机下方的相对位置。
换句话说,我正在尝试断开两个组件之间的运动链接。
我不确定如何禁用此功能。
这是我的角色类代码。
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "ZombieShooterCharacter.h"
#include "ZombieShooterProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/InputSettings.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "MotionControllerComponent.h"
#include "XRMotionControllerBase.h" // for FXRMotionControllerBase::RightHandSourceId
DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All);
//////////////////////////////////////////////////////////////////////////
// AZombieShooterCharacter
AZombieShooterCharacter::AZombieShooterCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->SetupAttachment(GetCapsuleComponent());
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->RelativeRotation = FRotator(1.9f, -19.19f, 5.2f);
Mesh1P->RelativeLocation = FVector(-0.5f, -4.4f, -155.7f);
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun
// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.
}
void AZombieShooterCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
}
//////////////////////////////////////////////////////////////////////////
// Input
void AZombieShooterCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
// Bind jump events
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Bind fire event
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AZombieShooterCharacter::OnFire);
// Bind movement events
PlayerInputComponent->BindAxis("MoveForward", this, &AZombieShooterCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AZombieShooterCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AZombieShooterCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AZombieShooterCharacter::LookUpAtRate);
}
void AZombieShooterCharacter::OnFire()
{
// try and fire a projectile
if (ProjectileClass != NULL)
{
UWorld* const World = GetWorld();
if (World != NULL)
{
const FRotator SpawnRotation = GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset);
//Set Spawn Collision Handling Override
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
// spawn the projectile at the muzzle
World->SpawnActor<AZombieShooterProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
}
}
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
//Commenting this section out to be consistent with FPS BP template.
//This allows the user to turn without using the right virtual joystick
//void AZombieShooterCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
//{
// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
// {
// if (TouchItem.bIsPressed)
// {
// if (GetWorld() != nullptr)
// {
// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
// if (ViewportClient != nullptr)
// {
// FVector MoveDelta = Location - TouchItem.Location;
// FVector2D ScreenSize;
// ViewportClient->GetViewportSize(ScreenSize);
// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.X * BaseTurnRate;
// AddControllerYawInput(Value);
// }
// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.Y * BaseTurnRate;
// AddControllerPitchInput(Value);
// }
// TouchItem.Location = Location;
// }
// TouchItem.Location = Location;
// }
// }
// }
//}
void AZombieShooterCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorForwardVector(), Value);
}
}
void AZombieShooterCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorRightVector(), Value);
}
}
void AZombieShooterCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AZombieShooterCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
谢谢!
答案 0 :(得分:1)
您正在将网格附加到相机。如果您不想将两者作为父项,则删除此行:
Mesh1P->SetupAttachment(FirstPersonCameraComponent)
每个组件只能调用一次SetupAttachment