UE4C++ SpringArm组件的创建

MyPawn.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "MyPawn.generated.h"

UCLASS()
class FIRSTDEMO_API AMyPawn : public APawn
{
GENERATED_BODY()

public:
// Sets default values for this pawn's properties
AMyPawn();

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

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

// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* MyStaticMesh;

UPROPERTY(VisibleAnywhere)
class UCameraComponent* MyCamera;

UPROPERTY(VisibleAnywhere)
class USpringArmComponent* MySpringArm;

UPROPERTY(EditAnywhere)
float MaxSpeed;

//强制要求
FORCEINLINE UStaticMeshComponent* GetStaticMeshComponent() { return MyStaticMesh; }
FORCEINLINE USpringArmComponent* GetSpringArmComponent() { return MySpringArm; }

private:
void MoveForward(float Value);
void MoveRight(float Value);
FVector Velocity;

};

MyPawn.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyPawn.h"


// Sets default values
AMyPawn::AMyPawn()
{
// 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;

RootComponent=CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));

MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyStaticMesh"));
MyStaticMesh->SetupAttachment(GetRootComponent());

MySpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("MySpringArm"));
MySpringArm->SetupAttachment(GetStaticMeshComponent());
MySpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f); //设置Springarm的相对旋转
MySpringArm->TargetArmLength = 400.f; //设置Springarm的长度
MySpringArm->bEnableCameraLag = true; //设置Springarm是否平滑
MySpringArm->CameraLagSpeed = 3.f; //设置平滑速度

MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MyCamera"));
MyCamera->SetupAttachment(GetSpringArmComponent());

/*MyCamera->SetRelativeLocation(FVector(-300.f, 0.f, 300.f));
MyCamera->SetRelativeRotation(FRotator(-45.f, 0.f, 0.f));*/

AutoPossessPlayer = EAutoReceiveInput::Player0;

MaxSpeed = 100.f;
Velocity = FVector::ZeroVector;

}

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

}

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

AddActorLocalOffset(Velocity * DeltaTime, true);

}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &AMyPawn::MoveForward);
PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AMyPawn::MoveRight);

}

void AMyPawn::MoveForward(float Value)
{
Velocity.X = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}

void AMyPawn::MoveRight(float Value)
{
Velocity.Y = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}


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