UE5 GAS开发P31 将hud绑定在自己的角色上

在WidgetController内新建一个OverlayAuraWidgetController,然后修改HUD的初始状态

AuraHUD

// 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 "UI/WidgetController/OverlayAuraWidgetController.h" #include "AuraHUD.generated.h" struct FWidgetControllerParams; /** * */ UCLASS() class MYGAS_API AAuraHUD : public AHUD { GENERATED_BODY() protected: public: UPROPERTY() TObjectPtr<UAuraUserWidget> OverlayWidget; UOverlayAuraWidgetController* GetOverlayAuraWidgetController(const FWidgetControllerParams& WCParams); void InitOverlay(APlayerController* PC,APlayerState* PS,UAbilitySystemComponent* ASC , UAttributeSet* AS); private: UPROPERTY(EditAnywhere) TSubclassOf<UAuraUserWidget> OverlayWidgetClass; UPROPERTY() TObjectPtr<UOverlayAuraWidgetController> OverlayAuraWidgetController; UPROPERTY(EditAnywhere) TSubclassOf<UOverlayAuraWidgetController> OverlayAuraWidgetControllerClass; };

AuraHUD.cpp

// Fill out your copyright notice in the Description page of Project Settings. #include "UI/HUD/AuraHUD.h" UOverlayAuraWidgetController* AAuraHUD::GetOverlayAuraWidgetController(const FWidgetControllerParams& WCParams) { if(OverlayAuraWidgetController==nullptr) { OverlayAuraWidgetController = NewObject<UOverlayAuraWidgetController>(this,OverlayAuraWidgetControllerClass); OverlayAuraWidgetController->SetWidgetControllerParams(WCParams); return OverlayAuraWidgetController; } return OverlayAuraWidgetController; } void AAuraHUD::InitOverlay(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS) { checkf(OverlayWidgetClass , TEXT("Overlay Widget Class uninitialized , please fill out BP_AuraHUD")); checkf(OverlayAuraWidgetControllerClass , TEXT("Overlay Widget Class uninitialized , please fill out OverlayAuraWidgetControllerClass")); UUserWidget* Widget = CreateWidget<UUserWidget>(GetWorld(),OverlayWidgetClass); OverlayWidget = Cast<UAuraUserWidget>(Widget); //创建一个 FWidgetControllerParams 结构 const FWidgetControllerParams WidgetControllerParams(PC,PS,ASC,AS); //将 FWidgetControllerParams 传到上面的 GetOverlayAuraWidgetController 内 UOverlayAuraWidgetController* WidgetController = GetOverlayAuraWidgetController(WidgetControllerParams); OverlayWidget->SetWidgetController(WidgetController); Widget->AddToViewport(); }

回到AuraCharacter内修改初始化

AuraCharacter.cpp

void AAuraCharacter::InitAbilityActorInfo() { AAuraPlayerState* AuraPlayerState = GetPlayerState<AAuraPlayerState>(); check(AuraPlayerState); AuraPlayerState->GetAbilitySystemComponent()->InitAbilityActorInfo(AuraPlayerState,this); AbilitySystemComponent = AuraPlayerState->GetAbilitySystemComponent(); AttributesSet = AuraPlayerState->GetAttributeSet(); //当角色初始化的时候加载UI的初始化 if(AAuraPlayerController* AuraPlayerController = Cast<AAuraPlayerController>(GetController())) { //获得HUD AAuraHUD* AuraHUD = Cast<AAuraHUD>(AuraPlayerController->GetHUD()); AuraHUD->InitOverlay(AuraPlayerController,AuraPlayerState,AbilitySystemComponent,AttributesSet); } }

回到蓝图,在WBP_AuraHUD内的OverlayAuraWidgetController内添加新创建的OverlayAuraWidgetController

相关推荐
吴梓穆3 天前
UE5 UI WarpBox 包裹框
ue5
脑壳疼___3 天前
vue3与ue5通信-工具类
前端·javascript·ue5
CG_MAGIC4 天前
虚幻 5 与 3D 软件的协作:实时渲染,所见所得
3d·ue5·游戏引擎·图形渲染·虚幻·游戏美术·渲云渲染
零一数创4 天前
数字孪生赋能智慧能源电力传输管理新模式
ue5·能源·数字孪生·ue·智慧能源·零一数创
零一数创4 天前
智慧能源驱动数字孪生重介选煤新模式探索
人工智能·ue5·能源·数字孪生·ue·零一数创
不爱说话的采儿5 天前
UE5保姆级基础教程(第五章)
经验分享·其他·ue5·游戏引擎·课程设计
幻雨様5 天前
UE5多人MOBA+GAS 26、为角色添加每秒回血回蓝(番外:添加到UI上)
java·ui·ue5
幻雨様5 天前
UE5多人MOBA+GAS 27、死亡被动(用于作为击杀奖励,爆金币和是增加经验)
java·服务器·ue5
开发游戏的老王5 天前
[BUG]关于UE5.6编译时出现“Microsoft.MakeFile.Targets(44,5): Error MSB3073”问题的解决
c++·ue5·bug·虚幻·虚幻5·gas
右弦GISer5 天前
【UE5医学影像可视化】读取dicom数据生成2D纹理并显示
ue5·dicom