首页 > 解决方案 > 如何从另一个类 LaunchCharacter

问题描述

我创建了一个 LaunchPad actor C++ 类,它由一个 Cube 静态网格组件和一个 UBox 组件编译而成。到目前为止,一旦角色与命中框重叠,它就会触发 ALaunchPad::OnBoxBeginOverlap 内的任何内容。我目前正试图告诉当角色与 UBox 重叠时,它们会在空中启动它们,类似于蓝图的“LaunchCharacter”节点。

启动板.cpp

void ALaunchPad::OnBoxBeginOverlap(UPrimitiveComponent*  OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) 
{
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Character Launched!"));
    Asgd240_1115350_core5Character::LaunchCharacter(FVector(0, 0, velocity), false, true);

}

启动板.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LaunchPad.generated.h"


UCLASS()
class SGD240_1115350_CORE5_API ALaunchPad : public AActor
{
    GENERATED_BODY()

public: 
    // Sets default values for this actor's properties
    ALaunchPad();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public: 
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    void OnBoxBeginOverlap(UPrimitiveComponent * HitComp, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit);

    UPROPERTY(VisibleAnywhere)
    class UBoxComponent* Collide;

    UFUNCTION()
    void OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

    UPROPERTY(EditAnywhere)
        float velocity;

    UFUNCTION()
        void LaunchCharacter();

};

目前我收到一个'非静态成员引用必须相对于特定对象并且它不会编译。有任何想法吗?

标签: c++unreal-engine4

解决方案


转换OtherActorACharacter然后调用它的LaunchCharacter方法:

void ALaunchPad::OnBoxBeginOverlap(UPrimitiveComponent*  OverlappedComp, AActor* OtherActor, 
        UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, 
        const FHitResult& SweepResult) 
{
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Character Launched!"));

    ACharacter* OtherCharacter = Cast<ACharacter>(OtherActor);
    if (OtherCharacter != nullptr)
    {
        OtherCharacter->LaunchCharacter(FVector(0, 0, velocity), false, true);
    }

}

推荐阅读