UE c++怎么让一个不是character类的actor能被感知组件感知到
时间: 2024-11-22 14:41:20 浏览: 20
在Unreal Engine(UE)中,要让一个不是Character类的Actor被感知组件(如AI感知组件)感知到,可以通过以下步骤实现:
1. **确保Actor具有碰撞组件**:首先,确保你的Actor有一个碰撞组件(如Box Collision或Sphere Collision),因为感知组件需要通过这些碰撞组件来检测其他对象。
2. **添加感知组件**:在你的Actor类中添加一个感知组件。例如,如果你使用的是AI感知组件,可以在C++代码中这样添加:
```cpp
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
UAISenseConfig_Sight* SightConfig;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI")
UAIPerceptionComponent* PerceptionComponent;
```
3. **初始化感知组件**:在Actor的构造函数或BeginPlay函数中初始化感知组件并配置它。例如:
```cpp
AActor::AActor()
{
PrimaryActorTick.bCanEverTick = true;
// 创建并初始化感知组件
PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
// 创建并配置视觉感知
SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
SightConfig->SightRadius = 500.0f;
SightConfig->LoseSightRadius = 700.0f;
SightConfig->PeripheralVisionAngleDegrees = 90.0f;
SightConfig->DetectionByAffiliation.bDetectEnemies = true;
SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
// 将视觉感知添加到感知组件
PerceptionComponent->ConfigureSense(*SightConfig);
PerceptionComponent->SetDominantSense(SightConfig->GetSenseImplementation());
}
```
4. **注册感知事件**:在Actor的构造函数或BeginPlay函数中注册感知事件处理函数。例如:
```cpp
void AMyActor::BeginPlay()
{
Super::BeginPlay();
// 注册感知事件处理函数
if (PerceptionComponent)
{
PerceptionComponent->OnTargetPerceptionUpdated.AddDynamic(this, &AMyActor::OnTargetPerceptionUpdated);
}
}
void AMyActor::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
{
// 处理感知事件
if (Stimulus.Type == UAISense::GetSenseID<UAISense_Sight>())
{
if (Stimulus.WasSuccessfullySensed())
{
// 目标被感知到
UE_LOG(LogTemp, Log, TEXT("Target %s was sensed"), *Actor->GetName());
}
else
{
// 目标丢失
UE_LOG(LogTemp, Log, TEXT("Target %s was lost"), *Actor->GetName());
}
}
}
```
通过以上步骤,你可以让一个不是Character类的Actor被AI感知组件感知到。请确保你的Actor具有适当的碰撞组件,并且正确配置了感知组件和感知事件处理函数。
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