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我想将一个演员移动到放置在世界上的一组演员。这组actors和移动actors为它们设置了碰撞。基本上,每当移动的actor到达其目的地之一时,重叠的actor就会在移动对象的类上设置一个属性,该属性是它下一个移动到的actor。

以下是重要的代码片段

这是应该更新的属性:

UPROPERTY(EditAnywhere, BlueprintReadWrite)
ARAStaticMeshActor* CurrentTarget;

移动演员的 Tick。

void ARAScrapPart::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    if (CurrentTarget != nullptr)
    {
        ARAGameState* gameState = GetWorld()->GetGameState<ARAGameState>();

        FVector targetLocation = CurrentTarget->GetActorLocation();
        FVector currentLocation = GetActorLocation();

        UE_LOG(LogTemp, Warning, TEXT("this %X CurrentTarget %X"), this, CurrentTarget);

        if (FGenericPlatformMath::Abs(currentLocation.X - targetLocation.X) > 5.f
            || FGenericPlatformMath::Abs(currentLocation.Y - targetLocation.Y) > 5.f)
        {
            if (targetLocation.X > currentLocation.X)
            {
                currentLocation.X += Speed * DeltaTime;
            }

            if (targetLocation.X < currentLocation.X)
            {
                currentLocation.X -= Speed * DeltaTime;
            }

            if (targetLocation.Y > currentLocation.Y)
            {
                currentLocation.Y += Speed * DeltaTime;
            }

            if (targetLocation.Y < currentLocation.Y)
            {
                currentLocation.Y -= Speed * DeltaTime;
            }

            SetActorLocation(currentLocation);
        }
    }
}

而最重要的部分,重叠事件:

void ARAStaticMeshActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    ARAScrapPart* scrapPart = Cast<ARAScrapPart>(OtherActor);

    if (scrapPart != nullptr)
    {
        ARAGameState* gameState = GetWorld()->GetGameState<ARAGameState>();

        for (size_t i = 0; i < gameState->conveyorFields.Num(); i++)
        {
            if (gameState->conveyorFields[i]->Actor == this)
            {
                if (i != gameState->conveyorFields.Num() - 1)
                {       
                    UE_LOG(LogTemp, Warning, TEXT("OtherActor %X , ScrapPart %X , CurrentTarget %X , nextField %X"), OtherActor, scrapPart, scrapPart->CurrentTarget, gameState->conveyorFields[i + 1]->Actor);

                    scrapPart->CurrentTarget = gameState->conveyorFields[i + 1]->Actor;

                    UE_LOG(LogTemp, Warning, TEXT("After update CurrentTarget %X"), scrapPart->CurrentTarget);
                }
                else
                {
                    scrapPart->Destroy();
                }

                break;
            }
        }
    }
}

如您所见,我更新了 scrapPart->CurrentTarget = gameState->conveyorFields[i + 1]->Actor; 移动演员的目标,但它并没有在类本身上得到更新。

我已经通过 UE_LOGs 确认我在这里尝试修改的 scrapPart(移动部分)与 Ticks 相同。(检查 scrapPart 的地址和 Tick 函数中的 this 是一样的。)另外一个非常有趣的行为是,在修改 CurrentTarget 属性后的重叠函数范围内,UE_LOG 显示了一个更新的值,但是该值在scrapPart 的tick 函数上保持不变。

这是虚幻引擎5。

有没有人遇到过这样的事情?

编辑:添加了日志记录部分,这也是日志的输出:

LogTemp: Warning: OtherActor 3587A80 , ScrapPart 3587A80 , CurrentTarget 0 , nextField 3585080
LogTemp: Warning: After update CurrentTarget 3585080
LogTemp: Warning: OtherActor 3587A80 , ScrapPart 3587A80 , CurrentTarget 3585080 , nextField 3585080
LogTemp: Warning: After update CurrentTarget 3585080
LogTemp: Warning: this 3587A80 CurrentTarget F0E5BD00
LogTemp: Warning: this 3587A80 CurrentTarget F0E5BD00
LogTemp: Warning: this 3587A80 CurrentTarget F0E5BD00
LogTemp: Warning: this 3587A80 CurrentTarget F0E5BD00
LogTemp: Warning: this 3587A80 CurrentTarget F0E5BD00
4

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