默认提供碰撞对象类型,如 WorldStatic、WorldDynamic等。允许用户自定义
默认提供碰撞预设,如 NoCollision、BloackAll、OverlapAll。允许用户自定义

可以用来设置是否模拟物理碰撞以及触发 Overlap 事件

物体发生碰撞后,会有三种碰撞相响应类型

注意 Overlap Begin/End 的函数参数
注意 OnHit 的函数参数
注意甚至 Generated Hit Event 的函数名
绑定函数可以用 AddDynamic,也可以用 FScriptDelegate 委托
部分设置可不写,蓝图使用时再手动设置
写法支持 UShapeComponent及其派生类,如 USphereComponent 、UBoxComponent 等
UPROPERTY(EditAnywhere)
		USceneComponent* Root;
	UPROPERTY(EditAnywhere)
		UStaticMeshComponent* Cube;
	UFUNCTION()
		virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	UFUNCTION()
		virtual void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	UFUNCTION()
		virtual void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
ACollisionActor::ACollisionActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don‘t need it.
	PrimaryActorTick.bCanEverTick = true;
	Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
	SetRootComponent(Root);
	Cube = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Cube"));
	Cube->SetupAttachment(Root);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> mesh(TEXT("StaticMesh‘/Engine/BasicShapes/Cube.Cube‘"));
	if (mesh.Succeeded())
	{
		Cube->SetStaticMesh(mesh.Object);
	}
	// 设置是否开启物理模拟
	Cube->SetSimulatePhysics(false);
	// 开启 Generated Hit Event
	Cube->SetNotifyRigidBodyCollision(true);
	
	// 开启CCD Continuous collision detection (CCD) 连续式碰撞检测
	Cube->BodyInstance.SetUseCCD(true);
	
	// 开启Generate Overlap Events
	Cube->SetGenerateOverlapEvents(true);
	// 设置碰撞预设
	Cube->SetCollisionProfileName(TEXT("OverlapAll"));
	//Cube->SetCollisionResponseToAllChannels(ECR_Overlap);
	// 设置碰撞响应设置
	Cube->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	// 绑定函数
	Cube->OnComponentBeginOverlap.AddDynamic(this, &ACollisionActor::OnOverlapBegin);
	// 绑定函数 使用委托
	FScriptDelegate OverlapEndDelegate;
	OverlapEndDelegate.BindUFunction(this, TEXT("OnOverlapEnd"));
	Cube->OnComponentBeginOverlap.Add(OverlapEndDelegate);
	
	// 绑定碰撞函数
	Cube->OnComponentHit.AddDynamic(this, &ACollisionActor::OnHit);
}
void ACollisionActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap Begin"));
}
void ACollisionActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap End"));
}
void ACollisionActor::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	UE_LOG(LogTemp, Warning, TEXT("Hit"));
	Destroy();
}
OnActorBeginOverlap
OnActorEndOverlap
UFUNCTION()
	void HandleOverlap(AActor* OverlappedActor, AActor* OtherActor );
void AMyTriggerBox::BeginPlay()
{
	//放在构造函数好像不起作用
	OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::HandleOverlap);
}
void AMyTriggerBox::HandleOverlap(AActor* OverlappedActor, AActor* OtherActor )
{
	UClass* ActorClass = OtherActor->GetClass();
	// 其他处理逻辑
}
原文:https://www.cnblogs.com/shiroe/p/14691263.html