UE5 C++ 3D血条 响应人物受伤 案例

一.3Dwidget

1.创建C++ Userwidget的 MyHealthWidget,声明当前血量和最大血量

cpp 复制代码
UCLASS()
class PRACTICEC_API UMyHealthWidget : public UUserWidget
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category  = "MyWidget")
	float CurrentHealth = 100.0f;
	UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "MyWidget")
	float MaxHealth = 100.0f; //可以给默认值

};

2.创建UMG的蓝图,ClassSetting里 继承 MyHealthWidget.

二.渲染到屏幕

在Charactor的构造函数中,构建子组件。并且静态加载UMG类。设置位置,屏幕,大小等。

cpp 复制代码
	UWidgetComponent* MyWidgetHealth;
cpp 复制代码
	MyWidgetHealth = CreateDefaultSubobject<UWidgetComponent>(TEXT("MyWidgetComponent"));
	MyWidgetHealth->SetupAttachment(RootComponent);
	static ConstructorHelpers::FClassFinder<UUserWidget>WidgetClass(TEXT("/Script/UMGEditor.WidgetBlueprint'/Game/UMG_Health.UMG_Health_C'"));    //静态加载
	MyWidgetHealth->SetWidgetClass(WidgetClass.Class);
	MyWidgetHealth->SetRelativeLocation(FVector(0,0,100)); 
	MyWidgetHealth->SetWidgetSpace(EWidgetSpace::Screen);  //  输出到屏幕
	MyWidgetHealth->SetDrawSize(FVector2D(400,20));

三.碰撞伤害

1.在Actor 添加头文件 和 碰撞函数

cpp 复制代码
#include "Kismet/GameplayStatics.h"  //Aplaydamage 函数库里的头文件
#include "MyCharacter.h"  //后面用于转化
cpp 复制代码
	UFUNCTION()
	void BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	UFUNCTION()
	void EndOverlapFunction( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); //四个参数
	// FComponentEndOverlapSignature, UPrimitiveComponent, OnComponentEndOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex

2.在CPP里实现 ,如果人物刚碰撞 ApplyDamage();

cpp 复制代码
void AMyActor::BeginOverlapFunction(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	AMyCharacter* MyCharacter = Cast<AMyCharacter>(OtherActor); //转换
	if (MyCharacter)
	{
		UGameplayStatics::ApplyDamage(MyCharacter,5.0f,nullptr,this,UDamageType::StaticClass());  //应用伤害
	}
	GEngine->AddOnScreenDebugMessage(-1,5.0f,FColor::Red,TEXT("BeginOverLapEvent is Success"));
	MyParticle->Activate(); //激活
}

四.人物收到伤害 血条响应

重写内部受伤函数

cpp 复制代码
	virtual float TakeDamage(float DamageAmount,FDamageEvent const &DamageEvent,class AController*EventInstigator,AActor* DamagerCausser)override; //重写系统内部的TakeDamage 
cpp 复制代码
float AMyCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamagerCausser)
{
	UMyHealthWidget* MyWidget = Cast<UMyHealthWidget>(MyWidgetHealth->GetUserWidgetObject());
	if (MyWidget)
	{
		if (MyWidget->CurrentHealth > 0)
		{
			MyWidget->CurrentHealth -= 5.f;
		}
		else
		{
			return 0.f;
		}
	}
	return 0.0f;
}

获得指针UserWidget 转换为 UMyHealthWidget,做相应的逻辑操作。

五.效果

相关推荐
AI视觉网奇1 小时前
Audio2Face 实时推理
笔记·ue5
u9king2 小时前
虚幻引擎UE5.6编译卡在rc2.exe长时间未响应的解决方法
visualstudio·ue5·虚幻·ue5.6·rc2.exe
AI视觉网奇2 天前
ue 蓝图动画学习笔记
笔记·学习·ue5
陈友松2 天前
UE5 文件传输插件:支持任意类型,任意大小(超过2G)的文件上传和下载
ue5
AI视觉网奇3 天前
CBAudio2Face
ue5·audio2face
AI视觉网奇3 天前
ue 操作 metahuman
ue5
AI视觉网奇3 天前
ue python脚本 获取资产
笔记·ue5
AI视觉网奇3 天前
audio2face docker方式
docker·ue5
会思考的猴子3 天前
UE5 笔记二 GameplayAbilitySystem Dash(冲刺)
笔记·ue5
AI视觉网奇4 天前
audio2face ue插件形式实战笔记
笔记·ue5