Unreal Engine 4 C + + Ray collisions

Source: Internet
Author: User

In the game development often uses the ray collision, for instance the laser shot, needs to know clearly its centralized position, then releases the attack effect at this point.

Unrea Engine 4 To do Ray collision is also very simple, the main function of the implementation is the world Linetracesingle this method, the following gives the test code. The code I tested in Thirdpersontemplate. Detects the actor in front of the character with or without a bump, and displays a debug ball on the collision point. The code is as follows:

void Ananprojectcharacter::raycast () {Fhitresult hitresult (forceinit); Fvector Pos, dir; Fcollisionqueryparams CCQ (FName (TEXT ("Combattrace")), true, NULL); Ccq.btracecomplex = True;ccq.btraceasyncscene = False;ccq.breturnphysicalmaterial = False;ccq. Addignoredactor (this);p OS = getactorlocation (); const Frotator Rotation = Capsulecomponent->getcomponentrotation () ; Const Frotator yawrotation (0, Rotation.yaw, 0);//Get forward Vectordir = Frotationmatrix (yawrotation). Getunitaxis (EAXIS::X); Fvector posbegin = pos; Fvector posend = pos + dir * 500; Getworld ()->linetracesingle (HITRESULT,POSBEGIN,POSEND,ECC_WORLDSTATIC,CCQ);D Rawdebugline (This->GetWorld ( ), Posbegin, Posend, Fcolor (1.0f, 0.F, 0.F, 1.f), False, 20.F), if (Hitresult.getactor ()) {Drawdebugsphere (Getworld (), Hitresult.location, ten, fcolor::red, false, 20.F);}}

Note that you need to exclude the character from the collision detection itself. The final effect is as follows:

Unreal Engine 4 C + + Ray collision

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