OnCollision 为自定义的碰撞函数,名称可以任意,但参数形式必须满足以下条件
UFUNCTION()void OnCollision(class AActor* OtherActor, class UPRimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);然后在 PacManCharacter.cpp 文件中的 SetupPlayerInputComponent 函数中添加绑定函数:GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &PacManCharacter::OnCollision);碰撞函数的实现:void PacManCharacter::OnCollision(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){ GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Red, TEXT("PacMan ! "));}但是以上是老版本的 UE4 支持的格式,编译会报参数类型不匹配的错误
error C2664: 'void TBaseDynamicMulticastDelegate::__Internal_AddDynamic(UserClass *,void (__cdecl AItem::* )(UPrimitiveComponent *,AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &),FName)': cannot convert argument 2 from 'void (__cdecl AItem::* )(AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &)' to 'void (__cdecl AItem::* )(UPrimitiveComponent *,AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &)'新版本的 UE4 应该对碰撞函数进行如下声明和定义:
UFUNCTION()void OnCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);void PacManCharacter::OnCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){ GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Red, TEXT("PacMan ! "));}即增加了第一个参数 class UPrimitiveComponent* HitComp
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