Unreal Engine/이론

[Unreal Engine 3D] Character Control

GiveZero 2023. 1. 27. 21:41

Player

아래 사진과 같이 Mesh설정, SpringArm과 Camera를 적절하게 배치

Character Movement와 BP_Player 설정

BP_Player와 Character Movement를 눌러보면 정말 많은 설정이 존재하는데, 캐릭터의 이동과 회전에 대해서만 다룰 예정이니 그것들만 살펴봄.

 

BP_Player

Character에게는 항상 Controller가 존재하는데, 위의 3가지 옵션은 Controller의 회전방향을 '가진다'는 의미

 

Character Movement

Use Controller Desired Rotation

BP_Player에 존재하는 것과 비슷하지만, 실제 누르는것과 때는 것보다 늦게 반응한다.

Controller의 회전을 '따라간다' 의 의미

 

Orient Roation to Movement

이동 방향으로 회전

 

PlayerController

노드화 한 3가지(Move, Turn, Jump) 이다.

설정

Move

Turn

Add Yaw Input으로 설정해두었는데, 그 이유는 Player에서 Controller의 회전값을 가져가기 때문이다.

 

만약 Controller 가 아닌 Player에서 작성하게 된다면, Add Controller Yaw Input 을 사용하면 된다.

Jump


 

결과물


C++ 클래스

코드 분석으로 이전에 했던 블루프린터 클래스와 비교

 

Character.h

1. SpringArm, Camera 컴포넌트 선언

2. MoveForward, MoveRight, Turn, LookUp 함수 선언

더보기
// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "DevProjectCharacter.generated.h"

UCLASS(config=Game)
class ADevProjectCharacter : public ACharacter
{
	GENERATED_BODY()

	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;
public:
	ADevProjectCharacter();

	/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input)
	float TurnRateGamepad;

protected:

	/** Called for forwards/backward input */
	void MoveForward(float Value);

	/** Called for side to side input */
	void MoveRight(float Value);

	/** 
	 * Called via input to turn at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void TurnAtRate(float Rate);

	/**
	 * Called via input to turn look up/down at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void LookUpAtRate(float Rate);

	/** Handler for when a touch input begins. */
	void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

	/** Handler for when a touch input stops. */
	void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

protected:
	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	// End of APawn interface

public:
	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
	/** Returns FollowCamera subobject **/
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};

Character.cpp

생성자

CapsuleComponent 크기 조절 [ GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); ]

 

bUseControllerRotationPitch,Yaw,Roll 아래 사진과 같다.

이후 GetCharacterMovement() 를 이용하여 CharacterMovement의 값 조절

 

SpringArm과 Camera 적절히 조절

SpringArm 컴포넌트 (이름, 루트컴포넌트, TargetArmLength, bUsePawnControlRotation)

Camera 컴포넌트 (이름, 루트컴포넌트, bUsePawnControlRotation)

 

SetupInputComponent

Input을 관리

 

BindAction

PlayerInputComponent->BindAction("[Input 설정 이름]", [IE_Pressed or IE_Released], this, &[필요한 메소드 클래스이름]::[메소드 명]);

 

BindAxis

PlayerInputComponent->BindAxis("[Input 설정 이름]", this, &[필요한 메소드 클래스이름]::[메소드 명]);

 

BindTouch

PlayerInputComponent->BindTouch([IE_Pressed or IE_Released], this, &[필요한 메소드 클래스이름]::[메소드 명]);

 

MoveForward (MoveRight)

	if ((Controller != nullptr) && (Value != 0.0f))
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, Value);
	}

Controller의 Rotation의 Yaw값을 이용

FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);Get Actor Forward Vector과 같음

AddMovementInput은 블루프린트 클래스와 일치

 

Turn

//Turn
AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());

//LookUp
AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());

더보기
// Copyright Epic Games, Inc. All Rights Reserved.

#include "DevProjectCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"

//////////////////////////////////////////////////////////////////////////
// ADevProjectCharacter

ADevProjectCharacter::ADevProjectCharacter()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	// set our turn rate for input
	TurnRateGamepad = 50.f;

	// Don't rotate when the controller rotates. Let that just affect the camera.
	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...	
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate

	// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
	// instead of recompiling to adjust them
	GetCharacterMovement()->JumpZVelocity = 700.f;
	GetCharacterMovement()->AirControl = 0.35f;
	GetCharacterMovement()->MaxWalkSpeed = 500.f;
	GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
	GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character	
	CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

	// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
	// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}

//////////////////////////////////////////////////////////////////////////
// Input

void ADevProjectCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	// Set up gameplay key bindings
	check(PlayerInputComponent);
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);

	PlayerInputComponent->BindAxis("Move Forward / Backward", this, &ADevProjectCharacter::MoveForward);
	PlayerInputComponent->BindAxis("Move Right / Left", this, &ADevProjectCharacter::MoveRight);

	// We have 2 versions of the rotation bindings to handle different kinds of devices differently
	// "turn" handles devices that provide an absolute delta, such as a mouse.
	// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
	PlayerInputComponent->BindAxis("Turn Right / Left Mouse", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ADevProjectCharacter::TurnAtRate);
	PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
	PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ADevProjectCharacter::LookUpAtRate);

	// handle touch devices
	PlayerInputComponent->BindTouch(IE_Pressed, this, &ADevProjectCharacter::TouchStarted);
	PlayerInputComponent->BindTouch(IE_Released, this, &ADevProjectCharacter::TouchStopped);
}

void ADevProjectCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
	Jump();
}

void ADevProjectCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
	StopJumping();
}

void ADevProjectCharacter::TurnAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}

void ADevProjectCharacter::LookUpAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}

void ADevProjectCharacter::MoveForward(float Value)
{
	if ((Controller != nullptr) && (Value != 0.0f))
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, Value);
	}
}

void ADevProjectCharacter::MoveRight(float Value)
{
	if ( (Controller != nullptr) && (Value != 0.0f) )
	{
		// find out which way is right
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);
	
		// get right vector 
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		// add movement in that direction
		AddMovementInput(Direction, Value);
	}
}