1、通过MeshDescription在运行时构建StaticMesh并设置碰撞、修改材质
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1、MyActor.h
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//MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class CONTROLLER_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Polygon")
TObjectPtr PolygonComponent;
FPolygonGroupID GroupId;
UPROPERTY(EditAnywhere, Category = "Polygon")
TArray Coodinates;
TObjectPtr Polygon;
UPROPERTY(EditAnywhere, Category = "Polygon")
UMaterialInterface* Material;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void OnConstruction(const FTransform& Transform) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
TObjectPtr BuildPolygon(TArray InPositions);
};
2、MyActor.cpp
//MyActor.cpp
#include "MyActor.h"
#include "StaticMeshAttributes.h"
#include "CompGeom/PolygonTriangulation.h"
#include
#include
// Sets default values
AMyActor::AMyActor()
{
// 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;
PolygonComponent = CreateDefaultSubobject(TEXT("PolygonComponent"), false);
SetRootComponent(PolygonComponent);
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
if(Coodinates.Num())
{
Material = LoadObject(this, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
PolygonComponent->SetStaticMesh(BuildPolygon(Coodinates));
PolygonComponent->SetMaterial(0,Material);
//PolygonComponent->SetForcedLodModel(1);
}
}
void AMyActor::OnConstruction(const FTransform& Transform)
{
if (!IsTemplate()) {
if (Coodinates.Num())
{
//加载虚幻引擎自带的材质
Material = LoadObject(this, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
//将生成的StaticMesh挂载到StaticMeshComponent上
BuildPolygon(Coodinates);
PolygonComponent->SetStaticMesh(Polygon);
//在StaticMeshComponent上设置材质,坑1:StaticMesh也有一个SetMaterial方法,但是它是仅在编辑器状态下可用的,调用了这个方法打包时会报错,打包就失败了,而StaticMeshComponent的SetMaterial方法没有这个问题,且材质能够成功应用到StaticMesh上
PolygonComponent->SetMaterial(0, Material);
}
}
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
FBox2D computeMinRectangle(TArray InPositions)
{
FBox2D result;
uint8 num = InPositions.Num();
if (num currentPoint.X ? maxX : currentPoint.X;
maxY = maxY > currentPoint.Y ? maxY : currentPoint.Y;
minX = minX GetStaticMaterials().Add(FStaticMaterial());
FMeshDescription meshDesc;
FStaticMeshAttributes attributes(meshDesc);
//注册默认的静态模型属性
attributes.Register();
//FMeshDescriptionBuilder用于设置顶点、法线、UV坐标等信息
FMeshDescriptionBuilder meshDescBuilder;
meshDescBuilder.SetMeshDescription(&meshDesc);
//允许使用多边形组
meshDescBuilder.EnablePolyGroups();
//设置UV坐标的级数为1
meshDescBuilder.SetNumUVLayers(1);
TArray vertexIDs;
const int count = InPositions.Num();
vertexIDs.SetNum(count);
TArray Positions2D;
for (int32 i = 0; i BuildFromMeshDescriptions(meshDescPtrs, mdParams);
//坑3:如果要给StaticMeshComponent绑定鼠标的click、hover等时间的话,需要调用下面这段代码以启用复杂碰撞,因为click等事件也是基于射线检测进行判断的,但是它检测的是复杂碰撞(TraceComplex参数值为true),因此如果不调用下面这段代码,click等事件是不会生效的。注意:这里不要创建BodySetup,在前面的BuildFromMeshDescriptions方法的函数实现里面已经为StaticMesh创建了一个BodySetup,并为其赋予了一些值。
if (UBodySetup* bodySetup = Polygon->GetBodySetup())
{
bodySetup->DefaultInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
bodySetup->CollisionTraceFlag = CTF_UseSimpleAsComplex;
bodySetup->bGenerateMirroredCollision = false;
}
return Polygon;
}
3、总结
1)运行时修改StaticMesh的材质要调用StaticMeshComponent的SetMaterial方法而不是StaticMesh的SetMaterial方法,因为StaticMesh的SetMaterial方法仅在编辑器状态下可用,会导致你打包失败;
2)想要在运行时修改StaticMesh的材质,首先要确保StaticMesh有材质插槽,为StaticMesh增加材质插槽的方法如上,一定不能使用StaticMesh的AddMaterial方法,运行时状态下无效;
3)想要给StaticMesh绑定click、hover等事件,需要为其启用复杂碰撞,代码如上,但是不使用那段代码也有碰撞,只是click、hover等事件不生效。
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