虚幻引擎UE5专用服务器游戏开发-03 添加玩家角色基础组件

1.先把角色类改成抽象类:其他的方法不要了

Source/Crunch/Public/Character/CCharacter.h:

// Copyright@ChenChao

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "CCharacter.generated.h"

UCLASS(Abstract)
class CRUNCH_API ACCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	
	ACCharacter();

protected:
	
	virtual void BeginPlay() override;

};

Source/Crunch/Private/Character/CCharacter.cpp:

// Copyright@ChenChao


#include "Character/CCharacter.h"

// Sets default values
ACCharacter::ACCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;

	// 网格体无碰撞
	GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}


void ACCharacter::BeginPlay()
{
	Super::BeginPlay();
	
}

2.在玩家角色里添加弹簧臂和跟随相机:

Source/Crunch/Public/Player/CPlayerCharacter.h:

// Copyright@ChenChao

#pragma once

#include "CoreMinimal.h"
#include "Character/CCharacter.h"
#include "CPlayerCharacter.generated.h"

class USpringArmComponent;
class UCameraComponent;
/**
 * 
 */
UCLASS()
class CRUNCH_API ACPlayerCharacter : public ACCharacter
{
	GENERATED_BODY()

public:
	ACPlayerCharacter();

private:
	
#pragma region Components
	//弹簧臂组件
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
	TObjectPtr<USpringArmComponent> CameraBoom;
	
	//跟随摄像机组件
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera", meta = (AllowPrivateAccess = "true"))
	TObjectPtr<UCameraComponent> FollowCamera;
	
#pragma endregion


	
};

Source/Crunch/Private/Player/CPlayerCharacter.cpp:

// Copyright@ChenChao


#include "Player/CPlayerCharacter.h"

#include "Camera/CameraComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"

ACPlayerCharacter::ACPlayerCharacter()
{
	/*弹簧臂组件*/
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(GetRootComponent());		//设置父级(根组件)
	CameraBoom->TargetArmLength = 200.f;		//设置臂长
	CameraBoom->SocketOffset = FVector(0.f, 55.f, 65.f);		//插槽偏移
	CameraBoom->bUsePawnControlRotation = true;		//使用棋子控制旋转

	/*相机组件*/
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);		//设置父级(弹簧臂插槽名称)
	FollowCamera->bUsePawnControlRotation = false;
	
	/*角色移动组件*/
	GetCharacterMovement()->bOrientRotationToMovement = true;		//保持旋转到位移方向
	GetCharacterMovement()->RotationRate = FRotator(0.f, 500.f, 0.f);		//旋转速度(转身速度)
	GetCharacterMovement()->MaxWalkSpeed = 400.f;		//最大位移速度
	GetCharacterMovement()->BrakingDecelerationWalking = 200.f;		//行走加速度
}

效果:

我们可以设置默认摄像机激活策略,来改变视角:

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