[Unreal Engine 3D] Character Control
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
// 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); 는 Get Actor Forward Vector과 같음
AddMovementInput은 블루프린트 클래스와 일치
Turn
//Turn
AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
//LookUp
AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
// 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);
}
}