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