我尝试在我的游戏中为玩家实现 pawn 导航。当我在 BP 网站上尝试时,它运行得很好,但我尝试在 C++ 代码中转换它。我有一种奇怪的错误。在此之前,我遇到了另一个错误,但我发现我的 ue 版本中的 NavigationSystem 发生了一些变化,但是我通过更改为 UNavigationSystemV1 解决了问题。它可能会干扰我的课程?
NavPath 指针它给了我错误。
这是错误列表:
> Error (active) E0393 pointer to incomplete class type is not allowed 37
> Error (active) E0393 pointer to incomplete class type is not allowed 40
> Error C2027 use of undefined type 'UNavigationPath'37
> Error C2027 use of undefined type 'UNavigationPath' 40
这是有问题的代码部分:
FVector ASTrackerBot::GetNextPathPoint()
{
ACharacter* PlayerPawn = UGameplayStatics::GetPlayerCharacter(this, 0);
UNavigationPath* NavPath = UNavigationSystemV1::FindPathToActorSynchronously(this,
GetActorLocation(), PlayerPawn);
if (NavPath->PathPoints.Num() > 1)
{
return NavPath->PathPoints[1];
}
return GetActorLocation();
}
这是我的整个私人 cpp 文件:
#include "AI/STrackerBot.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime\NavigationSystem\Public\NavigationSystem.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
// Sets default values
ASTrackerBot::ASTrackerBot()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
MeshComp->SetCanEverAffectNavigation(false);
RootComponent = MeshComp;
}
// Called when the game starts or when spawned
void ASTrackerBot::BeginPlay()
{
Super::BeginPlay();
}
FVector ASTrackerBot::GetNextPathPoint()
{
// parcurgere drum pana la locatia playerului
ACharacter* PlayerPawn = UGameplayStatics::GetPlayerCharacter(this, 0);
UNavigationPath* NavPath = UNavigationSystemV1::FindPathToActorSynchronously(this, GetActorLocation(), PlayerPawn);
if (NavPath->PathPoints.Num() > 1)
{
// Return next point in the path
return NavPath->PathPoints[1];
}
// nu a reusti sa gaseasca drumul
return GetActorLocation();
}
// Called every frame
void ASTrackerBot::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
这是我的头文件:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "STrackerBot.generated.h"
UCLASS()
class GAME_API ASTrackerBot : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ASTrackerBot();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComp;
FVector GetNextPathPoint();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
答案 0 :(得分:1)
UNavigationPath
的定义需要在您执行 NavPath->PathPoints
时可用。如果没有定义,编译器怎么知道 UNavigationPath
甚至有一个名为 PathPoints
的成员?您可以拥有一个指向已声明但未定义的类(即,您像 class UNavigationPath;
一样定义而没有主体的类)的指针并将其传递,但您无法访问其任何成员。找到定义 UNavigationPath
的头文件并确保它包含在您的源代码中。
答案 1 :(得分:1)
您可能还需要将 import type { Dispatch } from 'umi';
import ProForm, { ProFormText } from '@ant-design/pro-form';
import { message } from 'antd';
const tip = (type: string, content: string) => {
if (type === 'error') message.error(content, 5);
else message.success(content, 5);
};
const RegisterFC: React.FC<RegisterProps> = (props) => {
const { registerResponseInfo = {}, submitting, dispatch } = props;
const { status } = registerResponseInfo;
const handleSubmit = (values: RegisterParamsType) => {
dispatch({
type: 'register/register',
payload: { ...values },
});
};
return (
<div>
<ProForm
onFinish={(values) => {
handleSubmit(values as RegisterParamsType);
return Promise.resolve();
}}
>
<ProFormText/>
...
{
status === '1' && !submitting && (
tip('error',
intl.formatMessage({
id: 'pages.register.status1.message',
defaultMessage: 'error'
})
)
)
}
<<ProForm>/>
</div>
)
}
const p = ({ register, loading }: { register: RegisterResponseInfo, loading: Loading; }) => {
console.log(loading);
return {
registerResponseInfo: register,
submitting: loading.effects['register/register'],
};
};
export default connect(p)(RegisterFC);
模块添加到 NavigationSystem
数组中的 Project.Build.cs 文件中。