editor中编辑好一个武器蓝图资源后,c++中create出这个武器,然后attach到一个人物身上。
思路:
写个c++基类,蓝图继承后编辑成武器或其他装备,然后c++用一个TSubclassOf Weapon1Class;来保存蓝图类,再根据这个这个Weapon1Class类spawn出一个实例,attach到人物身上。
1、写个基类attachment
MyAttachment.h
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| #pragma once #include "MyAttachment.generated.h" UCLASS(Blueprintable) class USMyAttachment : public USkeletalMeshComponent { GENERATED_UCLASS_BODY() public: USMyAttachment(); UPROPERTY(EditDefaultsOnly, Category = Attachment) FName AttachPoint; };
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MyAttachment.cpp
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| #include "MySlate.h" #include "MyAttachment.h" USMyAttachment::USMyAttachment(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }
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2、new一个bp继承这个基类


3、在人物的动画蓝图中,添加一个武器绑定点

4、在人物char中用一个成员TSubclassOf来保存class
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| UCLASS() class AMyChar : public ACharacter { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "MyChar") void SetWeapon1Class(TSubclassOf<USMyAttachment> InWeapon); UPROPERTY(EditAnywhere, Category = "MyChar") TSubclassOf<USMyAttachment> Weapon1Class; UPROPERTY(EditAnywhere, Category = "MyChar") USMyAttachment* Weapon1; };
void AMyChar::SetWeapon1Class(TSubclassOf<USMyAttachment> InWeapon) { Weapon1Class = InWeapon; }
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5、然后在BeginPlay时设置进去这个蓝图class

6、写个测试方法,生成蓝图武器类并绑定到人物身上
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| void UMyBpFuncLib::TestDressWeapon(AMyChar * _myChar) { if (!_myChar->Weapon1) { USMyAttachment* MyArmor = NewObject<USMyAttachment>(_myChar, *_myChar->Weapon1Class); MyArmor->RegisterComponent(); MyArmor->AttachTo(_myChar->GetMesh(), MyArmor->AttachPoint); _myChar->Weapon1 = MyArmor; } }
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7、蓝图掉一下这个测试方法

8、结果:
按8键前:

按8键后:
