UE4 c++ 创建刚体Cube


1 新建一个Actor,一会用蓝图继承这个


TCubeActor.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "TCubeActor.generated.h"

UCLASS()
class TVIVIMOVEDEMO3_API ATCubeActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ATCubeActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UStaticMeshComponent * CubeMesh;
};

TCubeActor.cpp

#include "TCubeActor.h"


// Sets default values
ATCubeActor::ATCubeActor()
{
 	
	PrimaryActorTick.bCanEverTick = true;
	
	CubeMesh = FindComponentByClass<UStaticMeshComponent>();
	RootComponent = CubeMesh;
}

// Called when the game starts or when spawned
void ATCubeActor::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ATCubeActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

重点在于把Cube提升为RootComp,否则创建出来Cube永远在v(0,0,0)点,即使Actor点位置动态改变Cube绝对位置也不随Actor改变



2 创建蓝图TCubeBP

加一个Cube,打开物理开关




3 c++动态在某个位置生成这个BP

FVector v = FVector(1000,0,0);
FRotator r = FRotator(0, 0, 0);
GetWorld()->SpawnActor<AActor>(TCubeClass,v,r);



一些问题记录

可以使用

UStaticMeshComponent * CubeMesh = FindComponentByClass<UStaticMeshComponent>();
CubeMesh->SetSimulatePhysics(true);
开启关闭物理

如果TCubeBP中物理没打开,可以直接通过SetActorLocation设置Cube位置(RootComp被修改为Cube后)

如果TCubeBP中物理已经打开,那么动态关掉物理后Cube物理效果是没了,但是不能再通过SetActorLocation设置位置,原因未知



https://answers.unrealengine.com/questions/216929/how-can-i-spawn-an-actor-at-a-specific-location-in.html

原文地址:https://www.cnblogs.com/nafio/p/9137035.html