在UE4 C++中,可以通过以下步骤来使用UPawnMovementComponent来移动兵,而不是使用UFloatingPawnMovement:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
UPawnMovementComponent* PawnMovementComponent;
PawnMovementComponent = CreateDefaultSubobject<UPawnMovementComponent>(TEXT("MovementComponent"));
PawnMovementComponent->UpdatedComponent = RootComponent;
void AMyPawn::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (PawnMovementComponent && !PawnMovementComponent->IsComponentTickEnabled())
{
PawnMovementComponent->Activate();
}
if (PawnMovementComponent && PawnMovementComponent->IsComponentTickEnabled())
{
PawnMovementComponent->TickComponent(DeltaSeconds, ELevelTick::LEVELTICK_TimeOnly, nullptr);
}
}
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &AMyPawn::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyPawn::MoveRight);
}
void AMyPawn::MoveForward(float Value)
{
if (PawnMovementComponent)
{
PawnMovementComponent->AddInputVector(GetActorForwardVector() * Value);
}
}
void AMyPawn::MoveRight(float Value)
{
if (PawnMovementComponent)
{
PawnMovementComponent->AddInputVector(GetActorRightVector() * Value);
}
}
通过以上步骤,你可以在UE4 C++中使用UPawnMovementComponent来移动兵。UPawnMovementComponent提供了更大的灵活性和自定义性,允许你实现更复杂的移动逻辑。对于更多关于UPawnMovementComponent的详细信息和使用示例,你可以参考腾讯云相关文档:腾讯云UE4文档链接。
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