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[UE 5 C++] 하나의 input으로 여러개의 Pawn 움직이기
the_cat_Soy
2023. 11. 26. 20:11
1. 코드 작성하기
header
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Myplayer.generated.h"
UCLASS()
class STUDY_API AMyplayer : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AMyplayer();
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;
public:
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* MeshComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
class AMyplayer* A;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
class AMyplayer* B;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
FVector Direction;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
float Speed = 500;
void Horizontal(float Value);
void Vertical(float Value);
};
cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "Myplayer.h"
// Sets default values
AMyplayer::AMyplayer()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
}
// Called when the game starts or when spawned
void AMyplayer::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyplayer::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//사용자의 입력에 따라 상하 좌우로 움직이고 싶다
//궁극적으로 하고 싶은 것이 첫번째
//1.입력이 필요하다
//2.방향이 필요하다
//3.이동이 필요하다
//P = P0 +vt
FVector P0 = GetActorLocation();
FVector vt = Direction * Speed * DeltaTime;
FVector P = P0 + vt;
SetActorLocation(P);
Direction = FVector::Zero();
}
// Called to bind functionality to input
void AMyplayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Horizontal"), this, &AMyplayer::Horizontal);
PlayerInputComponent->BindAxis(TEXT("Vertical"), this, &AMyplayer::Vertical);
}
void AMyplayer::Horizontal(float Value)
{
Direction.Y = Value;
A->Direction.Y = Value;
B->Direction.Y = Value;
}
void AMyplayer::Vertical(float Value)
{
Direction.X = Value;
A->Direction.X = Value;
B->Direction.X = Value;
}
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3.카메라 액터 배치후 Activate
4.Auto Posses Player 0으로 셋팅
- Auto Posses Player 0 셋팅 후 액터를 복제하게 되면 통제권이 대부분 마지막 액터로 넘어간다.
-모든 액터가 같은 설정을 하지 않도록 주의! 한 액터에만 빙의되도록 설정
-함께 움직일 액터들을 연결한다