UDK代码问题,编译出错,不知道什么原因?
发布网友
发布时间:2022-05-16 16:09
我来回答
共1个回答
热心网友
时间:2023-08-12 08:21
class TezhongbingPawn extends GamePawn;
simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
`Log("开始获取默认摄像机模式");
`Log("设置为FollowCam模式");
return 'FollowCam'; //使用自定义的摄像机类型
}//如果没有自定义相继,上边可以注掉
defaultproperties
{
WalkingPct=+0.4
CrouchedPct=+0.4
BaseEyeHeight=38.0
EyeHeight=38.0
GroundSpeed=300.0
AirSpeed=440.0
WaterSpeed=220.0
AccelRate=45.0
JumpZ=0.0
CrouchHeight=29.0
CrouchRadius=21.0
WalkableFloorZ=0.78 //如上是人物物理属性
Components.Remove(Sprite)
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
bSynthesizeSHLight=TRUE
bIsCharacterLightEnvironment=TRUE
bUseBooleanEnvironmentShadowing=FALSE
End Object
Components.Add(MyLightEnvironment)
LightEnvironment=MyLightEnvironment
Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent
//Your Mesh Properties
SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
//如上四行代码是自定义角色最重要四样东西
Translation=(Z=-47)
Rotation=(Yaw=16384,Pitch=0,Roll=0)
Scale=1
//General Mesh Properties
bCacheAnimSequenceNodes=FALSE
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
bOwnerNoSee=false
CastShadow=true
BlockRigidBody=TRUE
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=TRUE
bUpdateKinematicBonesFromAnimation=true
bCastDynamicShadow=true
RBChannel=RBCC_Untitled3
RBCollideWithChannels=(Untitled3=true)
LightEnvironment=MyLightEnvironment
bOverrideAttachmentOwnerVisibility=true
bAcceptsDynamicDecals=FALSE
bHasPhysicsAssetInstance=true
TickGroup=TG_PreAsyncWork
MinDistFactorForKinematicUpdate=0.2
bChartDistanceFactor=true
RBDominanceGroup=20
MotionBlurScale=0.0
bUseOnePassLightingOnTranslucency=TRUE
bPerBoneMotionBlur=true
End Object
Mesh=WPawnSkeletalMeshComponent
Components.Add(WPawnSkeletalMeshComponent)
Begin Object Name=CollisionCylinder
CollisionRadius=+0021.000000
CollisionHeight=+0044.000000
End Object
CylinderComponent=CollisionCylinder
}
上边就是自定义角色基本的属性,如果英语凑合的话能懂每个的意思,然后根据你自己的修改就OK了。如果有Warning有的时候不用太操心,只要不是ERROR就好了
另外,自定义人物最好继承自GamePawn而不是Pawn,因为Pawn是基类,有很懂功能没有的。GamePawn是具有基本属性的人物基类,如果你想用UDK自带的人物,推荐直接继承UTPawn