以 Character 类为例,假设有 PacManCharacter 派生自 Character类
首先在 PacManCharacter.h 头文件中添加碰撞函数的声明:
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
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