在c++ UE4中调用碰撞时游戏崩溃

tzcvj98z  于 2023-04-08  发布在  其他
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我用c++写了一个碰撞,但是它一启动就崩溃了。下面是代码
.h

UCLASS()
class DIABLOCPP_API AHIT1 : public APawn
{
    GENERATED_BODY()

public:
    // Sets default values for this pawn's properties
    AHIT1();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
        class USphereComponent* SphereComp;

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

public: 
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    // Called to bind functionality to input
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

.cpp

// Sets default values
AHIT1::AHIT1()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    SphereComp = CreateDefaultSubobject<USphereComponent>("CollisionSphere"); 
    SphereComp->SetSphereRadius(100.0f);
    SphereComp->SetCollisionProfileName(TEXT("Projectile"));
    RootComponent = SphereComp;
}

// Called when the game starts or when spawned
void AHIT1::BeginPlay()
{
    Super::BeginPlay(); 

    SphereComp->OnComponentBeginOverlap.AddDynamic(this, &AHIT1::OnActorOverlap);
}

// Called every frame
void AHIT1::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime); 
}

// Called to bind functionality to input
void AHIT1::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
}

void AHIT1::OnActorOverlap(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Some debug message!"));

}

呼叫线路时崩溃:SphereComp->OnComponentBeginOverlap.AddDynamic(this, &AHIT1::OnActorOverlap);
我试图在构造函数中绑定一个碰撞,但是即使没有崩溃,它也不起作用。我不明白我的错误,在其他更复杂的例子中,一切都正常。

0sgqnhkj

0sgqnhkj1#

类型转换的CreateDefaultSubobject应该有TEXT类型arg。
变更:

SphereComp = CreateDefaultSubobject<USphereComponent>("CollisionSphere");

对此:

SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionSphere"));

之后,您的SphereComp将被创建,并且不会是nullptr(我希望如此,呵呵)

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