新建AuraUserWidget,AuraWidgetController,AuraHUD

首先设置AuraWidgetController.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "AbilitySystemComponent.h" #include "GameFramework/PlayerState.h" #include "UObject/NoExportTypes.h" #include "AuraWidgetController.generated.h" /** * 这段代码定义了一个结构体 FWidgetControllerParams,用于存储与控制 Widget 相关的参数,包括玩家控制器、玩家状态、能力系统组件和属性集等。这些参数可以在 Unreal Engine 中进行编辑,并且可以在蓝图中读写 */ USTRUCT(BlueprintType) struct FWidgetControllerParams { GENERATED_BODY() /*FWidgetControllerParams(){}:这是结构体的默认构造函数。在这个例子中,它被定义为空函数体,因为没有特殊的初始化逻辑需要执行。*/ FWidgetControllerParams(){} /*这是结构体的自定义构造函数。它接受四个参数,分别是指向玩家控制器(PlayerController)、玩家状态(PlayerState)、能力系统组件(AbilitySystemComponent)和属性集(AttributeSet)的指针。*/ FWidgetControllerParams(APlayerController* PC,APlayerState* PS,UAbilitySystemComponent* ASC,UAttributeSet* AS) : PlayerController(PC),PlayerState(PS),AbilitySystemComponent(ASC),AttributeSet(AS) {} /*这里是初始化参数*/ UPROPERTY(EditAnywhere,BlueprintReadWrite) TObjectPtr<APlayerController> PlayerController = nullptr; UPROPERTY(EditAnywhere,BlueprintReadWrite) TObjectPtr<APlayerState> PlayerState = nullptr; UPROPERTY(EditAnywhere,BlueprintReadWrite) TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent = nullptr; UPROPERTY(EditAnywhere,BlueprintReadWrite) TObjectPtr<UAttributeSet> AttributeSet = nullptr; }; UCLASS() class MYGAS_API UAuraWidgetController : public UObject { GENERATED_BODY() public: UFUNCTION(BlueprintCallable) void SetWidgetControllerParams(const FWidgetControllerParams& WidgetControllerParams); protected: UPROPERTY(BlueprintReadOnly,Category="WidgetController") TObjectPtr<APlayerController> PlayerController; UPROPERTY(BlueprintReadOnly,Category="WidgetController") TObjectPtr<APlayerState> PlayerState; UPROPERTY(BlueprintReadOnly,Category="WidgetController") TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent; UPROPERTY(BlueprintReadOnly,Category="WidgetController") TObjectPtr<UAttributeSet> AttributeSet; };
AuraUserWidget.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "AuraUserWidget.generated.h" /** * */ UCLASS() class MYGAS_API UAuraUserWidget : public UUserWidget { GENERATED_BODY() public: UFUNCTION(BlueprintCallable) void SetWidgetController(UObject* InWidgetController); UPROPERTY(BlueprintReadOnly) TObjectPtr<UObject> WidgetController; protected: UFUNCTION(BlueprintImplementableEvent) void WidgetControllerSet(); };
AuraUserWidget.cpp
// Fill out your copyright notice in the Description page of Project Settings. #include "UI/Widget/AuraUserWidget.h" void UAuraUserWidget::SetWidgetController(UObject* InWidgetController) { if(WidgetController) { WidgetController = InWidgetController; WidgetControllerSet(); } }
AuraHUD.h
// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/HUD.h" #include "UI/Widget/AuraUserWidget.h" #include "AuraHUD.generated.h" /** * */ UCLASS() class MYGAS_API AAuraHUD : public AHUD { GENERATED_BODY() protected: virtual void BeginPlay() override; public: UPROPERTY() TObjectPtr<UAuraUserWidget> OverlayWidget; private: UPROPERTY(EditAnywhere) TSubclassOf<UAuraUserWidget> OverlayWidgetClass; };
在资源内容文件夹新建UI文件夹,并且加入HUD,Overlay,ProgressBar

首先是ProgressBarBase,继承AuraUserWidget,然后这里使用的是SizaBox更改大小,创建Overlay覆盖层再创建image和ProgressBar

新建蓝图和变量SlateBrush







新建Widget,继承ProgressBarBase

然后修改里面的图片
在Overlay文件夹内继承AuraWidget

当我自己跟着视频的时候,在创建Overlay这个Panel内加入Health的这一步引擎报错

LoginId:edee00a84bb31aad766903a2392b159c EpicAccountId:1f362366af2948929c3b625a0f149b84 Assertion failed: LocalPropertyContainer != nullptr File:D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp Line: 2888 UnrealEditor_CoreUObject!UObject::execLet() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:2888 UnrealEditor_CoreUObject!ProcessLocalScriptFunction() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1199 UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1029 UnrealEditor_CoreUObject!ProcessLocalFunction() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1269 UnrealEditor_CoreUObject!ProcessLocalScriptFunction() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1199 UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1029 UnrealEditor_CoreUObject!ProcessLocalFunction() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1269 UnrealEditor_CoreUObject!ProcessLocalScriptFunction() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1199 UnrealEditor_CoreUObject!UObject::ProcessInternal() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:1296 UnrealEditor_CoreUObject!UFunction::Invoke() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\Class.cpp:6455 UnrealEditor_CoreUObject!UObject::ProcessEvent() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\CoreUObject\\Private\\UObject\\ScriptCore.cpp:2127 UnrealEditor_UMG!UUserWidget::NativePreConstruct() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\UMG\\Private\\UserWidget.cpp:1355 UnrealEditor_UMG!UUserWidget::OnWidgetRebuilt() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\UMG\\Private\\UserWidget.cpp:812 UnrealEditor_UMG!UWidget::TakeWidget_Private() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\UMG\\Private\\Components\\Widget.cpp:999 UnrealEditor_UMG!UWidget::TakeWidget() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\UMG\\Private\\Components\\Widget.cpp:916 UnrealEditor_UMG!UCanvasPanelSlot::DragDropPreviewByDesigner() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\UMG\\Private\\Components\\CanvasPanelSlot.cpp:94 UnrealEditor_UMGEditor!SDesignerView::ProcessDropAndAddWidget() D:\\build\\++UE5\\Sync\\Engine\\Source\\Editor\\UMGEditor\\Private\\Designer\\SDesignerView.cpp:2687 UnrealEditor_UMGEditor!SDesignerView::OnDrop() D:\\build\\++UE5\\Sync\\Engine\\Source\\Editor\\UMGEditor\\Private\\Designer\\SDesignerView.cpp:2979 UnrealEditor_Slate!<lambda_471858b7e70a8b68bd65bc435c2a047c>::operator()() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Slate\\Private\\Framework\\Application\\SlateApplication.cpp:5088 UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_471858b7e70a8b68bd65bc435c2a047c> >() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Slate\\Private\\Framework\\Application\\SlateApplication.cpp:412 UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Slate\\Private\\Framework\\Application\\SlateApplication.cpp:5083 UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Slate\\Private\\Framework\\Application\\SlateApplication.cpp:5601 UnrealEditor_Slate!FSlateApplication::OnMouseUp() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Slate\\Private\\Framework\\Application\\SlateApplication.cpp:5566 UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\ApplicationCore\\Private\\Windows\\WindowsApplication.cpp:2219 UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\ApplicationCore\\Private\\Windows\\WindowsApplication.cpp:2726 UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\ApplicationCore\\Private\\Windows\\WindowsApplication.cpp:1895 UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\ApplicationCore\\Private\\Windows\\WindowsApplication.cpp:925 user32 user32 UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\ApplicationCore\\Private\\Windows\\WindowsPlatformApplicationMisc.cpp:142 UnrealEditor!FEngineLoop::Tick() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Launch\\Private\\LaunchEngineLoop.cpp:5293 UnrealEditor!GuardedMain() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Launch\\Private\\Launch.cpp:202 UnrealEditor!GuardedMainWrapper() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Launch\\Private\\Windows\\LaunchWindows.cpp:107 UnrealEditor!LaunchWindowsStartup() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Launch\\Private\\Windows\\LaunchWindows.cpp:244 UnrealEditor!WinMain() D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Launch\\Private\\Windows\\LaunchWindows.cpp:282 UnrealEditor!__scrt_common_main_seh() D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288 kernel32 ntdll
于是我在AuraUserWidget.cpp内加上了if,判断当前WidgetController是否是真
void UAuraUserWidget::SetWidgetController(UObject* InWidgetController) { if(WidgetController) { WidgetController = InWidgetController; WidgetControllerSet(); } }
加上后就可以正常编译了

在内容内新建HUD,继承AuraHud.h

把Overlay Widget Class修改成创建的WBP_Overlay

最后放入Gamemode内
