• UE4 C++:Actor与Component的创建、销毁


    目录

    Actor的创建与销毁

    创建

    UClass*

    TSubclassOf

    SpawnActor()

    销毁

    直接销毁:Destroy()

    设置生命周期

    Component 的创建与销毁

    创建

    构造函数创建:CreateDefaultSubobject

    Runtime创建:NewObject、RegisterComponent()

    加载资源

    FObjectFinder构造函数加载资源

    LoadObject加载资源

    设置组件层级关系

    销毁组件

    各类组件创建与初始化

    UStaticMenshComponent

    UBoxComponent

    USphereComponent

    USkeletalMeshComponent

    USpringArmComponent和UCameraComponent

    UPhysicsThrusterComponent

    UTexRenderComponent

    UProjectileMovementComponent


    Actor的创建与销毁

    创建

    UClass*

    TSubclassOf

    SpawnActor()

    1. UPROPERTY(EditAnywhere, Category = "init")
    2. UClass* bullet0; // 取类
    3. UPROPERTY(EditAnywhere, Category = "init")
    4. TSubclassOf bullet; //取Amissile类及其派生类
    5. UPROPERTY(EditAnywhere, Category = "init")
    6. Amissile* bullet2; // 取类的实例

    销毁

    直接销毁:Destroy()

    MissileIns->Destroy();
    

    设置生命周期

    构造函数设置InitialLifeSpan

    InitialLifeSpan = 8.0f;
    

    BeginPlay里使用SetLifeSpan()设置声明周期

    Component 的创建与销毁

    创建

    构造函数创建:CreateDefaultSubobject

    1. UPROPERTY(VisibleAnywhere)
    2. UStaticMeshComponent* paddle1;
    3. paddle1 = CreateDefaultSubobject(TEXT("paddle1"));

    Runtime创建:NewObject、RegisterComponent()

    1. Mesh = NewObject(this,TEXT("MyMesh"));
    2. Mesh->SetupAttachment(root);
    3. Mesh->RegisterComponent(); // 注册渲染/物理状态
    4. // 可配合 LoadObject()

     

    加载资源

    FObjectFinder构造函数加载资源

    • ConstructorHelpers::FObjectFinder
    1. static ConstructorHelpers::FObjectFinder paddleMesh(TEXT("StaticMesh'/Game/Demo_Drone/SM/paddle.paddle'"));
    2. if (paddleMesh.Succeeded())
    3. {
    4. paddle1->SetStaticMesh(paddleMesh.Object);
    5. }

    LoadObject加载资源

    1. UStaticMesh* bodyMesh = LoadObject(this,TEXT("StaticMesh'/Game/Demo_Drone/SM/drone.drone'"));
    2. if (bodyMesh)
    3. {
    4. body->SetStaticMesh(bodyMesh);
    5. }

    设置组件层级关系

    • 设置根组件RootComponent或者SetRootComponent()
    • SetupAttachment
    • AttachToComponent
    1. RootComponent = outCollison;
    2. SetRootComponent(outCollison);
    3. paddle1->SetupAttachment(body, TEXT("paddle1"));
    4. paddle2->SetupAttachment(body, TEXT("paddle2"));
    5. paddle3->AttachToComponent(body, FAttachmentTransformRules::KeepRelativeTransform, TEXT("paddle3"));
    6. paddle4->AttachToComponent(body, FAttachmentTransformRules::KeepRelativeTransform, TEXT("paddle4"));
    7. childSceneComponent->AttachToComponent(root, FAttachmentTransformRules::SnapToTargetIncludingScale);

    销毁组件

    • DestoryComponent()
    • UnregisterComponent()使用RegisterComponent创建,需要先注销再销毁
    1. Mesh->UnregisterComponent();
    2. Mesh->DestroyComponent();

    各类组件创建与初始化

    UStaticMenshComponent

    1. paddle1 = CreateDefaultSubobject(TEXT("paddle1"));
    2. auto paddleMesh = ConstructorHelpers::FObjectFinder(TEXT("StaticMesh'/Game/Demo_Drone/SM/paddle.paddle'"));
    3. if (paddleMesh.Object != nullptr)
    4. {
    5. paddle1->SetStaticMesh(paddleMesh.Object);
    6. }

    UBoxComponent

    1. outCollison = CreateDefaultSubobject(TEXT("outCollison"));
    2. outCollison->SetBoxExtent(FVector(60, 60, 15));
    3. outCollison->SetSimulatePhysics(true);
    4. outCollison->SetCollisionProfileName(TEXT("WorldDynamic"));
    5. outCollison->SetCollisionEnabled(ECollisionEnabled::NoCollision);

    USphereComponent

    1. sphereComp = CreateDefaultSubobject(TEXT("SphereComp"));
    2. sphereComp->InitSphereRadius(5.0f);
    3. sphereComp->SetCollisionProfileName(TEXT("WorldDynamic"));
    4. sphereComp->SetGenerateOverlapEvents(true);
    5. sphereComp->OnComponentBeginOverlap.AddDynamic(this, &Amissile::Overlaphandler);
    1. // overlap 函数绑定
    2. void Amissile::Overlaphandler(UPrimitiveComponent* OverlappedComponent,
    3. AActor* OtherActor,
    4. UPrimitiveComponent* OtherComp,
    5. int32 OtherBodyIndex,
    6. bool bFromSweep,
    7. const FHitResult& SweepResult){}

    USkeletalMeshComponent

    1. SkeletalMeshComp = CreateDefaultSubobject(TEXT("SkeletalMeshComp"));
    2. SkeletalMeshComp->SetGenerateOverlapEvents(true);
    3. SkeletalMeshComp->SetSimulatePhysics(true);

    USpringArmComponent和UCameraComponent

    1. springArmComp = CreateDefaultSubobject(TEXT("SpringArm"));
    2. springArmComp->SetupAttachment(RootComponent);
    3. cameraComp = CreateDefaultSubobject(TEXT("Camera"));
    4. cameraComp->SetupAttachment(springArmComp);

    UPhysicsThrusterComponent

    1. upThrusterComp = CreateDefaultSubobject(TEXT("upThrusterComp"));
    2. upThrusterComp->SetupAttachment(RootComponent);
    3. upThrusterComp->SetWorldRotation(UKismetMathLibrary::MakeRotFromX(FVector(-this->GetActorUpVector())));
    4. upThrusterComp->ThrustStrength = 980.0f;
    5. upThrusterComp->SetAutoActivate(true);

    UTexRenderComponent

    1. CountdownText = CreateDefaultSubobject(TEXT("CountdownNumber"));
    2. CountdownText->SetHorizontalAlignment(EHTA_Center);
    3. CountdownText->SetWorldSize(150.0f);
    4. CountdownText->AttachTo(RootComponent);
    5. CountdownTime = 3;
    6. CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, 0)));

    UProjectileMovementComponent

     

    1. projectileMovementComp = CreateDefaultSubobject(TEXT("projectileMovement"));
    2. projectileMovementComp->InitialSpeed = 500.0f;

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  • 原文地址:https://blog.csdn.net/Jason6620/article/details/126527833