首页 > 学院 > 开发设计 > 正文

OnComponentBeginOverlap.AddDynamic 的编译错误【UE4】

2019-11-06 06:32:25
字体:
来源:转载
供稿:网友
以 Character 类为例,假设有 PacManCharacter 派生自 Character类首先在 PacManCharacter.h 头文件中添加碰撞函数的声明:

OnCollision 为自定义的碰撞函数,名称可以任意,但参数形式必须满足以下条件

UFUNCTION()void OnCollision(class AActor* OtherActor, class UPRimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);然后在 PacManCharacter.cpp 文件中的 SetupPlayerInputComponent 函数中添加绑定函数:
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &PacManCharacter::OnCollision);碰撞函数的实现:
void PacManCharacter::OnCollision(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){  GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Red, TEXT("PacMan ! "));}

但是以上是老版本的 UE4 支持的格式,编译会报参数类型不匹配的错误

error C2664: 'void TBaseDynamicMulticastDelegate::__Internal_AddDynamic(UserClass *,void (__cdecl AItem::* )(UPrimitiveComponent *,AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &),FName)': cannot convert argument 2 from 'void (__cdecl AItem::* )(AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &)' to 'void (__cdecl AItem::* )(UPrimitiveComponent *,AActor *,UPrimitiveComponent *,int32,bool,const FHitResult &)'

新版本的 UE4 应该对碰撞函数进行如下声明和定义:

UFUNCTION()void OnCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);

void PacManCharacter::OnCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){  GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Red, TEXT("PacMan ! "));}

即增加了第一个参数  class UPrimitiveComponent* HitComp


发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表