创建一个APawn类,添加根组件和StaticMeshComponennt,并将StaticMeshComponent附着到根组件上,并添加相机 获得Pawn的控制权

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 "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)
UStaticMeshComponent* MyStaticMesh;

UPROPERTY(VisibleAnywhere)
UCameraComponent* MyCamera;

};

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());

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

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

AutoPossessPlayer = EAutoReceiveInput::Player0;
}

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

}

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

}

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

}

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