UE4/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
の
static UParticleSystemComponent* SpawnEmitterAtLocation(const UObject* WorldContextObject, UParticleSystem* EmitterTemplate, FVector Location, FRotator Rotation = FRotator::ZeroRotator, FVector Scale = FVector(1.f), bool bAutoDestroy = true, EPSCPoolMethod PoolingMethod = EPSCPoolMethod::None, bool bAutoActivateSystem = true);
デフォルト引数あるやつ消すとこう
static UParticleSystemComponent* SpawnEmitterAtLocation(const UObject* WorldContextObject, UParticleSystem* EmitterTemplate, FVector Location);
をつかった
Gun.hに これを追加して
UPROPERTY(EditAnyWhere)
UParticleSystem* ImpactEffect;
Gun.cppに実際にはShotDirection でショット方向をコントロールしてる
FVector ShotDirection = -Rotation.Vector();
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location,ShotDirection.Rotation() );
if(bSuccess==true)
{
UE_LOG(LogTemp,Warning,TEXT("HitWall!! "));
DrawDebugPoint(GetWorld(), Hit.Location,40.0 ,FColor::Red , bPersistentLines2);
FVector ShotDirection = -Rotation.Vector();
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location,ShotDirection.Rotation() );
}
で作ったプロパティ、ImpactEffectに設定
今回の状態 全文
Gun.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Gun.generated.h"
UCLASS()
class SIMPLESHOOTERCP2_API AGun : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AGun();
void PullTrigger();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
UPROPERTY(VisibleAnyWhere)
USceneComponent* Root;
UPROPERTY(VisibleAnyWhere)
USkeletalMeshComponent* Mesh;
UPROPERTY(EditAnyWhere)
UParticleSystem* MuzzleFlash;
UPROPERTY(EditAnyWhere)
UParticleSystem* ImpactEffect;
UPROPERTY(EditAnyWhere)
float MaxRange = 1000;
};
Gun.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "Gun.h"
#include "Components/SkeletalMeshComponent.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"
// Sets default values
AGun::AGun()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mesh"));
Mesh->SetupAttachment(Root);
}
void AGun::PullTrigger()
{
UE_LOG(LogTemp,Warning,TEXT("You have been shot!! "));
//MuzzleFlashSocket
UGameplayStatics::SpawnEmitterAttached(MuzzleFlash, Mesh, TEXT("MuzzleFlashSocket"));
APawn* OwnerPawn = Cast<APawn>(GetOwner());
if(OwnerPawn==nullptr)
{
return;
}
AController* OwnerController= OwnerPawn ->GetController();
if(OwnerController==nullptr)
{
return;
}
FVector Location= OwnerPawn->GetActorLocation();
FRotator Rotation;
OwnerController->GetPlayerViewPoint( Location, Rotation );
FVector End = Location + Rotation.Vector() * MaxRange;
// TOTO: LineTrace
float FOVDeg=90;
float Scale=2.f;
FColor const& Color=FColor::Blue;
bool bPersistentLines=true;
float LifeTime=-1.f;
uint8 DepthPriority = 0;
//DrawDebugCamera(GetWorld(), Location, Rotation, FOVDeg, Scale, Color, bPersistentLines, LifeTime, DepthPriority);
float Size2 = 20.0;
FColor const& Color2= FColor::Green;
bool bPersistentLines2 = true;
float LifeTime2 = -1.f;
uint8 DepthPriority2 = 0;
//DrawDebugPoint(GetWorld(), Location,Size2 ,Color2 , bPersistentLines2, LifeTime2, DepthPriority2);
//DrawDebugPoint(GetWorld(), Location,Size2 ,Color2 , bPersistentLines2);
//DrawDebugDirectionalArrow(GetWorld(), Location, End, 3.0, FColor::Blue, bPersistentLines);
FHitResult Hit;
ECollisionChannel TraceChannel = ECollisionChannel::ECC_GameTraceChannel1;
bool bSuccess = GetWorld()->LineTraceSingleByChannel(Hit,Location,End,TraceChannel);
if(bSuccess==true)
{
UE_LOG(LogTemp,Warning,TEXT("HitWall!! "));
//DrawDebugPoint(GetWorld(), Hit.Location,40.0 ,FColor::Red , bPersistentLines2);
FVector ShotDirection = -Rotation.Vector();
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location,ShotDirection.Rotation() );
}
//DrawDebugPoint(GetWorld(), End,Size2 ,FColor::Red , bPersistentLines2);
}
// Called when the game starts or when spawned
void AGun::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AGun::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
でできたのがこれ