ue4 weapon

UE4版本4.17,不同版本api可能有差异

静态



1 在骨骼上加socket

在socket上右键-添加浏览资源-找到要添加的那个道具(这个只用来看效果,调位置,不会显示到最终效果中),调整socket位置,知道道具位置合适为止


2 在角色bp上,添加一个staticMesh到Mesh节点下


设置父项插槽到刚才创建的socket,选择自己要使用的道具模型




动态(蓝图)

1 创建骨骼socket,步骤同上

2  用蓝图创建跟上面静态一样的结构

注意使用蓝图和c++创建出来的staticMeshComp运行时,在角色蓝图位置是看不到的,原因未知,但武器是正确显示的




动态(代码)



效果跟上面蓝图一样
先设置socket,然后...
MyCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
#include "GameFramework/Character.h"
#include "TLog.h"
#include "Runtime/Engine/Classes/Engine/EngineTypes.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/Engine/Classes/Engine/SkeletalMeshSocket.h"
#include "MyCharacter.generated.h"

UCLASS()
class NDEMO_CHANGEWEAPON_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AMyCharacter();

protected:
	
	virtual void BeginPlay() override;

public:	
	
	virtual void Tick(float DeltaTime) override;

	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	//这里武器加载的是个单独的UStaticMeshComp
	void WeaponAttach1();
	void WeaponDettach1();
	
	//之类武器加载的是个Actor类型的蓝图,这种较好,方便做复合物体一起绑到角色身上
	void WeaponAttach2();
	void WeaponDettach2();

	UStaticMesh* TUStaticMesh;
};



MyCharacter.cpp
#include "MyCharacter.h"

AMyCharacter::AMyCharacter()
{
	PrimaryActorTick.bCanEverTick = true;
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("StaticMesh'/Game/model/Effects/Meshes/Items/S_Sword_Basic.S_Sword_Basic'"));
	if (SphereVisualAsset.Succeeded())
	{
		TUStaticMesh = SphereVisualAsset.Object;
	}
}

void AMyCharacter::BeginPlay()
{
	Super::BeginPlay();
}


void AMyCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	//测试默认按钮绑定,不用再手动设置输入

	InputComponent->BindAction("Custom_Z", IE_Pressed, this, &AMyCharacter::WeaponAttach1);
	InputComponent->BindAction("Custom_X", IE_Pressed, this, &AMyCharacter::WeaponDettach1);

	InputComponent->BindAction("Custom_V", IE_Pressed, this, &AMyCharacter::WeaponAttach2);
	InputComponent->BindAction("Custom_B", IE_Pressed, this, &AMyCharacter::WeaponDettach2);
}

void AMyCharacter::WeaponAttach1()
{
	UE_LOG(TLog, Warning, TEXT("WeaponAttach1"));
	UStaticMeshComponent* C = NewObject<UStaticMeshComponent>(this, "TestWeapon");
	this->AddOwnedComponent(C);
	C->RegisterComponent();
	C->SetStaticMesh(TUStaticMesh);
	C->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
	C->SetWorldScale3D(FVector(0.8f));
	C->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("hand_right_socket"));

}

void AMyCharacter::WeaponDettach1() 
{
	UE_LOG(TLog, Warning, TEXT("WeaponDettach1"));
}

void AMyCharacter::WeaponAttach2()
{
	

	TSubclassOf<AActor> WeaponClass = LoadClass<AActor>(NULL, TEXT("Blueprint'/Game/item/TWeapon.TWeapon_C'"));
	
	AActor* MeleeWeapon = GetWorld()->SpawnActor<AActor>(WeaponClass, FVector(0,0,0), FRotator(0,0,0));

	if (MeleeWeapon)
	{
		//通过名字获得骨骼绑点
		const USkeletalMeshSocket *socket = GetMesh()->GetSocketByName("hand_right_socket");
		//绑定武器模型到骨骼挂点上
		socket->AttachActor(MeleeWeapon, GetMesh());
	}
	
}

void AMyCharacter::WeaponDettach2()
{
	UE_LOG(TLog, Warning, TEXT("WeaponDettach2"));
}





Loaction Rule说明

http://www.devqinwei.com/2016/11/03/ue4-%E5%B0%86actor-acttach-to-%E5%8F%A6%E4%B8%80%E4%B8%AAactor%E9%9C%80%E8%A6%81%E6%B3%A8%E6%84%8F%E7%9A%84/

这里要注意Loaction Rule有三种:Keep Relative , Keep World,Snap to Target。
Keep Relative:
将actor在当前场景中的transform移到parent(Socket)中。(当actor在world中处于原始transform时,它最终效果就是在Socket的预览中的效果。
Keep World:
保持actor在当前场景中的transform,对socket设置transform没有意义。但如果socket移动旋转缩放,会跟随相应移动旋转缩放。
Snap to Target:(最常使用)
使用Socket设置的transform,最终效果与actor在当前场景中的transform无关,最终效果等于socket中预览看到的效果。
DetachFromActor要注意,只有Keep Relative和Keep World选项。
如果使用 Snap to Target 进行attach,那么Keep World让Detach之后对保持之前在Socket调整后的最终尺寸到新的场景中(建议使用该方法);如果使用Keep Relative,则会让尺寸使用物体原始尺寸。


特殊问题记录

新建character蓝图,actor类型weapon蓝图(里面包含一个staticMesh)
直接把weapon蓝图拖到character的节点上,运行,character会自动移动,原因跟物理有关,weapon中staticMesh默认Collider设置的是BlockAllDynamic,这个只要改成不跟character碰撞就不会使character自动飞走
奇怪的是,如果直接向character上加一个staticMesh collider也设置成BlockAllDynamic却是没问题的

这个问题无论是直接拖动节点,或是代码动态绑都存在


原文地址:https://www.cnblogs.com/nafio/p/9137032.html