第 10 天:UE5 交互系统,拾取物品 & 触发机关!_ue5拾取物品
🎯 目标:
✅ 理解 UE5 交互系统(Interaction System)
✅ 使用 C++ 让玩家拾取物品
✅ 创建交互触发器(Trigger)激活机关
✅ 使用射线检测(Raycast)触发交互
1️⃣ UE5 交互系统概述
在 Unreal Engine 5 中,交互系统允许玩家 拾取物品、开门、触发机关、启动事件 等。常见的交互方式包括:
今天,我们将实现 拾取物品 和 触发机关,并使用 E 键进行交互!🚀
2️⃣ 创建可拾取物品(PickupItem)
🔹 新建 PickupItem 类
- 在 UE5,点击 “工具” → “新建 C++ 类”
- 选择 Actor 作为基类,命名为 PickupItem
- 点击“创建并添加到项目”,等待 UE5 生成代码
🔹 修改 PickupItem.h
📌 添加 StaticMeshComponent 作为物品的模型,并设置重叠检测
#pragma once#include \"CoreMinimal.h\"#include \"GameFramework/Actor.h\"#include \"Components/StaticMeshComponent.h\"#include \"PickupItem.generated.h\"UCLASS()class MYGAME_API APickupItem : public AActor{ GENERATED_BODY()public: APickupItem();protected: virtual void BeginPlay() override;private: UPROPERTY(VisibleAnywhere) UStaticMeshComponent* MeshComponent; UFUNCTION() void OnOverlap(AActor* OverlappedActor, AActor* OtherActor);};
🔹 修改 PickupItem.cpp
📌 初始化 MeshComponent,并绑定 Overlap 事件
#include \"PickupItem.h\"#include \"GameFramework/Actor.h\"APickupItem::APickupItem(){ PrimaryActorTick.bCanEverTick = true; // 创建 StaticMesh 组件 MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT(\"MeshComponent\")); RootComponent = MeshComponent;static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshAsset(TEXT(\"/Engine/BasicShapes/Cube.Cube\"));if (MeshAsset.Succeeded()) {MeshComponent->SetStaticMesh(MeshAsset.Object);} // 设置为可触发重叠事件 MeshComponent->SetCollisionProfileName(TEXT(\"OverlapAllDynamic\")); OnActorBeginOverlap.AddDynamic(this, &APickupItem::OnOverlap);}void APickupItem::BeginPlay(){ Super::BeginPlay();}void APickupItem::OnOverlap(AActor* OverlappedActor, AActor* OtherActor){ if (OtherActor && OtherActor != this) { UE_LOG(LogTemp, Warning, TEXT(\"%s 被 %s 拾取!\"), *GetName(), *OtherActor->GetName()); // 销毁物品(模拟拾取) Destroy(); }}
✅ 现在,玩家走近 PickupItem,物品会消失并打印拾取信息!
3️⃣ 使用射线检测(Raycast)拾取物品
有时候,我们希望 玩家按 E 键瞄准并拾取物品,可以使用 射线检测(Raycast) 来实现。
📌 修改 PlayerCharacter.h
void Interact();
📌 修改 PlayerCharacter.cpp
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent){ Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAction(\"Interact\", IE_Pressed, this, &APlayerCharacter::Interact);}void APlayerCharacter::Interact(){ FVector Start = FirstPersonCamera->GetComponentLocation(); FVector End = Start + (FirstPersonCamera->GetForwardVector() * 500.0f); FHitResult HitResult; FCollisionQueryParams CollisionParams; if (GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Visibility, CollisionParams)) { if (HitResult.GetActor()) { UE_LOG(LogTemp, Warning, TEXT(\"拾取物品: %s\"), *HitResult.GetActor()->GetName()); // 销毁物品 HitResult.GetActor()->Destroy(); } }}
📌 修改 PickupItem.cpp
MeshComponent->SetCollisionProfileName(TEXT(\"BlockAllDynamic\"));
✅ 现在,按 E 键可以瞄准并拾取物品!
4️⃣ 创建触发机关(Trigger Mechanism)
我们将创建一个 TriggerSwitch,当玩家靠近时 打开机关(比如门)。
🔹 新建 TriggerSwitch 类
- 在 UE5,点击 “工具” → “新建 C++ 类”
- 选择 Actor 作为基类,命名为 TriggerSwitch
- 点击“创建并添加到项目”,等待 UE5 生成代码
🔹 修改 TriggerSwitch.h
📌 添加 BoxComponent 作为触发区域
#pragma once#include \"CoreMinimal.h\"#include \"GameFramework/Actor.h\"#include \"Components/BoxComponent.h\"#include \"TriggerSwitch.generated.h\"UCLASS()class MYGAME_API ATriggerSwitch : public AActor{ GENERATED_BODY()public: ATriggerSwitch();protected: virtual void BeginPlay() override;private: UPROPERTY(VisibleAnywhere) UBoxComponent* TriggerBox; UFUNCTION() void OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,bool bFromSweep, const FHitResult& SweepResult);};
🔹 修改 TriggerSwitch.cpp
📌 初始化触发器,并在玩家进入时触发事件
#include \"TriggerSwitch.h\"#include \"GameFramework/Actor.h\"ATriggerSwitch::ATriggerSwitch(){ PrimaryActorTick.bCanEverTick = true; // 创建 BoxComponent 作为触发区域 TriggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT(\"TriggerBox\")); RootComponent = TriggerBox; TriggerBox->SetCollisionProfileName(TEXT(\"Trigger\")); // 绑定重叠事件 TriggerBox->OnComponentBeginOverlap.AddDynamic(this, &ATriggerSwitch::OnOverlap);}void ATriggerSwitch::BeginPlay(){ Super::BeginPlay();}void ATriggerSwitch::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,bool bFromSweep, const FHitResult& SweepResult){ if (OtherActor) { UE_LOG(LogTemp, Warning, TEXT(\"触发机关: %s\"), *OtherActor->GetName()); }}
✅ 当玩家进入 TriggerBox 区域,控制台会打印触发信息!
5️⃣ 常见问题 & 解决方案
🎯 总结
✅ 实现 Overlap 事件,让物品可拾取
✅ 使用 E 键 + 射线检测拾取物品
✅ 创建 TriggerSwitch 触发机关
✅ 使用 BoxComponent 检测玩家进入区域
🎮 明天我们将学习 AI 交互系统,创建一个智能 NPC! 🚀