Physics Collision with AggregateGeom Shapes
캐릭터가 공격할때 오른손 캡슐에 의한 충돌판정을 위한 예제이다.
Physics Asset
먼저 충돌판정에 사용할 BodyInstance이다. 이후 코드를 통해 이 BodyInstance의 궤적에 따른 충돌을 판정할 것이다.
Header
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
class UStaticMeshComponent;
UCLASS()
class ANIMATIONRETARGET_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMyCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UCapsuleComponent * Capsule;
FBodyInstance* RHand;
FKSphylElem SaveBodySetup;
};
Source
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCharacter.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/StaticMeshComponent.h"
#include "PhysicsEngine/BodySetup.h"
#include "Components/CapsuleComponent.h"
#include "DrawDebugHelpers.h"
// Sets default values
AMyCharacter::AMyCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
this->Capsule = Cast<UCapsuleComponent>(this->RootComponent->GetChildComponent(3));
this->Capsule->ResetRelativeTransform();
if (this->Capsule != nullptr)
{
UE_LOG(LogTemp, Warning, TEXT("%s"), *this->Capsule->GetName());
}
else
{
UE_LOG(LogTemp, Warning, TEXT("nullptr sphere mesh"));
}
this->RHand = GetMesh()->GetBodyInstance("hand_r");
if (this->RHand != nullptr)
{
const FKAggregateGeom& Geom = this->RHand->BodySetup->AggGeom;
const TArray<FKSphylElem>& Elems = Geom.SphylElems;
for (const FKSphylElem& e : Elems)
{
this->SaveBodySetup = e;
FVector Center = e.Center;
FRotator Rotate = e.Rotation;
float Radius = e.Radius;
float Length = e.Length;
this->Capsule->SetCapsuleSize(Radius, Length);
}
}
else
{
UE_LOG(LogTemp, Warning, TEXT("hand is null"));
}
}
// Called every frame
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (this->RHand != nullptr)
{
FTransform t = RHand->GetUnrealWorldTransform();
UE_LOG(LogTemp, Warning, TEXT("%s"), *this->Capsule->GetName());
t.SetRotation(t.GetRotation() * FQuat(SaveBodySetup.Rotation));
this->Capsule->SetWorldTransform(t);
}
else
{
UE_LOG(LogTemp, Warning, TEXT("hand is null"));
}
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
Blueprint
1. OnComponentBeginOverlap 이벤트가 발생했을 때
2. 현재 IsAttacking 상태일 때
3. 충돌 대상이 자기자신이 아닐 때 (자기자신의 다른 컴포넌트와 충돌 이벤트가 발생하는 경우가 있음)
4. 타겟 컴포넌트의 tag가 Root일 때 화면에 대상에 대한 정보를 출력해준다.
결과 화면
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