在本教程中,你将创建一个角色并进行设置以接收输入,之后,你将为该角色指定一个游戏模式,从而让该角色成为Gameplay过程中的默认Pawn。 创建好人物后,你需要定义其如何对玩家输入做出反应。
虚幻引擎为各种项目类型提供了更加复杂的输入映射。 如需了解详情,请参阅增强输入文档。
项目设置
Create a new Games > Blank > C++ project named "SettingUpInput".
In the Editor, navigate to Edit > Project Settings > Input > Bindings.
动作和轴映射设置
输入通常通过用户定义的动作(Action)和轴映射(Axis Mappings)的绑定(Binding)来定义。 这两种映射提供了一种方便的机制,能够在输入行为和触发它的按键之间插入一个间接层,从而将按键和坐标轴映射到输入行为。
动作映射用于按键的按下和抬起,而轴映射对应有持续范围的输入。 定义完映射后,你可以将其在蓝图或者C++中绑定到行为。
点击动作映射(Action Mappings)旁边的添加(+)按钮,创建一个新的动作,命名为跳跃(Jump)。
点击下拉菜单箭头(1)或者点击选择按键值(Select Key Value)按钮(2),找到并选择空格(Space Bar)按键值。
找到轴映射(Axis mappings)并点击添加(+)来创建以下轴映射名称、按键值以及缩放值:
轴映射名称 键值 大小值 向前移动
W
1.0
S
-1.0
向右移动
A
-1.0
D
1.0
Turn
鼠标X
1.0
LookUp
鼠标Y
-1.0
创建示例角色
A Character is a special type of Pawn that has the ability to walk around. Characters extend from the Pawn class, and inherit similar properties such as physical representation of a player or AI entity within the world.
From the Content Drawer, navigate to the C++ classes folder, right-click and select New C++ Class, then choose Character as your parent class.
Name your character class "ExampleCharacter", then click Create Class.
创建弹簧臂和摄像机组件
When the Camera and SpringArm Components are used together, they provide functionality for a third-person perspective that can dynamically adjust to your game world. The camera component contains a camera that represents the player's point of view or how the player sees the world. The SpringArm component is used as a "camera boom" to keep the camera for a player from colliding into the world.
In your code editor, navigate to ExampleCharacter.h. In the Class defaults, declare the following classes.
C++protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components") class USpringArmComponent* CameraBoom; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components") class UCameraComponent* FollowCamera; |UProperty Specifiers are used to provide visibility of the component in the Blueprint Editor.
Navigate to your
ExampleCharacter.cppfile. Add the following libraries to the include line.C++#include "GameFramework/SpringArmComponent.h" #include "Camera/CameraComponent.h"Next, implement the following in the
AExampleCharacterconstructor.C++AExampleCharacter::AExampleCharacter() { //Initialize the Camera Boom CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); //Setup Camera Boom attachment to the Root component of the class CameraBoom->SetupAttachment(RootComponent); //Set the boolean to use the PawnControlRotation to true. CameraBoom->bUsePawnControlRotation = true;The component calls the FObjectInitializer::CreateDefaultSubobjecttemplate, then uses the SetupAttachment method to attach to a parent Scene Component. When setting the Camera Boom to use the Pawn's control rotation, it uses its parent pawn's rotation instead of its own.
Compile your code.
Creating the Action/Axis Functions to your Input Component
In your
ExampleCharacter.hclass defaults, declare the following Input functions.C++protected: void MoveForward(float AxisValue); void MoveRight(float AxisValue);Navigate to your
ExampleCharacter.cppand implement yourMoveForwardandMoveRightmethods.C++void AExampleCharacter::MoveForward(float AxisValue) { if ((Controller != NULL) && (AxisValue != 0.0f)) { // find out which direction is forward const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);Navigate to the SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) method, then implement the following code.
C++void AExampleCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); PlayerInputComponent->BindAxis("MoveForward", this, &AExampleCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &AExampleCharacter::MoveRight); PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);The Player Input Component links the AxisMappings and ActionMappings in your project to game actions. Both the Pawn and Character class contain methods that are inherited and can be used or extended for your custom characters. In our example, we've used the Pawn's AddControllerYawInput and AddControllerPitchInput functions, and the Character's Jump and StopJumping functions.
Compile your code.
Finished Code
ExampleCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ExampleCharacter.generated.h"
UCLASS()
class SETTINGUPINPUT_API AExampleCharacter : public ACharacter
{
GENERATED_BODY()
ExampleCharacter.cpp
// Sets default values
AExampleCharacter::AExampleCharacter()
{
//Initialize the Camera Boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
//Setup its attachment to the Root component of the class
CameraBoom->SetupAttachment(RootComponent);
//Set the boolean to use the PawnControlRotation to true.
Creating the Character Blueprint
Navigate to your C++ Classes Folder and right click your ExampleCharacter, from the drop down menu select Create Blueprint class based on ExampleCharacter. Name your Blueprint BP_ExampleCharacter.
In the Components panel, select the Mesh Skeletal Mesh Component.
Navigate to Details > Mesh > Skeletal Mesh and expand the drop-down menu. In the Browser section, click the Settings Icon. Then from the context menu, select Content > Show Engine Content.
Search for and select the TutorialTPP Skeletal Mesh.
Navigate to the Transform category, then set the Location and Rotation vector values to (0.0, 0.0, -90)
创建游戏模式蓝图
The GameMode defines the game's set of rules. These rules include what default pawn the player will spawn when the game is launched. You need to set up these rules to spawn the Player Character you created.
In the Content Drawer, navigate to your C++ Classes folder, right-click the SettingUpInputGameModeBase, then in the drop-down menu select Create Blueprint Based on SettingUpInputGameModeBase. Name your game mode Blueprint "BP_InputGameMode".
In the Class defaults, navigate to Classes > Default Pawn Class, and select the BP_ExampleCharacter.
Compile and Save.
Navigate to Edit > Project Settings > Maps and Modes. Set the Default GameMode to BP_InputGameMode.
Navigate to the Editor and select Play (Play in Editor)
You can now control your character's movement using the W, A, S, D keys. Moving the mouse moves the camera, and pressing the spacebar causes the character to jump.