UE4静态网格体一些操作

0.头

#include "Components/StaticMeshComponent.h"

1.定义

UPROPERTY(VisibleAnywhere, Category = Body)
UStaticMeshComponent* EnemyBody;

2.创建

EnemyBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Body"));

这个括号里接受的是FName类型,注意转换

例如:

FString BlockName = TEXT("block") + FString::FromInt(i);
Block[i] = CreateDefaultSubobject<UStaticMeshComponent>(FName(*BlockName));

3.找

static ConstructorHelpers::FObjectFinder<UStaticMesh>CylinderObj(TEXT("'/Game/StarterContent/Shapes/Shape_Cylinder'"));//#include "UObject/ConstructorHelpers.h"
    
if (CylinderObj.Succeeded()) {
    EnemyBody->SetStaticMesh(CylinderObj.Object);
}

4.设置

EnemyBody->SetRelativeScale3D(FVector(0.7f, 0.7f, 1.0f));
EnemyBody->SetRelativeLocation(FVector(0, 0, -50));
EnemyBody->SetupAttachment(RootComponent);
//EnemyBody->SetVisibility(false);     wow这个方法可以控制staticmesh组件的可见哈哈哈终于找到了!

5.关于材质

5.1声明

class UMaterialInterface* DefaultMaterial;
class UMaterialInterface* VulnerableMaterial;

5.2赋值

5.2.1从Actor实例上获取

DefaultMaterial = EnemyBody->GetMaterial(0);

5.2.2从本地文件获取

static ConstructorHelpers::FObjectFinder<UMaterial>VulnerableMat(TEXT("Material'/Game/Materials/M_Enemy_Vulnerable.M_Enemy_Vulnerable'"));

 if (VulnerableMat.Succeeded()) {
   VulnerableMaterial = Cast< UMaterialInterface>(VulnerableMat.Object);
 }

5.3使用

EnemyBody->SetMaterial(0, VulnerableMaterial);
EnemyBody->SetMaterial(0, DefaultMaterial);

以上

原文地址:https://www.cnblogs.com/2017SSY/p/13700998.html