C++游戏开发引擎Unreal Engine基础教程:实践与构建

Connor 欧意app 2024-06-07 41 0

Unreal Engine(简称UE)是一款功能强大的C++游戏开发引擎,它提供了丰富的工具和资源,帮助开发者快速构建高质量的游戏。本教程将带你走进Unreal Engine的世界,通过实践与构建来掌握其基础知识。

二、安装与设置

三、新建项目与基础设置

四、编写代码与实现功能

示例代码(MyPawn.h):

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#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "MyPawn.generated.h" UCLASS() class MYGAME_API AMyPawn : public APawn { GENERATED_BODY() public: // Sets default values for this pawn's properties AMyPawn(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; };

示例代码(MyPawn.cpp):

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#include "MyPawn.h" // Sets default values AMyPawn::AMyPawn() { // 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; } // Called when the game starts or when spawned void AMyPawn::BeginPlay() { Super::BeginPlay(); // Add your initialization code here } // Called every frame void AMyPawn::Tick(float DeltaTime) { Super::Tick(DeltaTime); // Add your tick code here } // Called to bind functionality to input void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); // Bind input events to functions in this pawn PlayerInputComponent->BindAction("MoveForward", IE_Pressed, this, &AMyPawn::MoveForward); PlayerInputComponent->BindAction("MoveRight", IE_Pressed, this, &AMyPawn::MoveRight); // ... }

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五、编译与运行

六、总结

通过本教程的实践与构建,你已经掌握了Unreal Engine的基础知识,并成功创建了一个简单的C++游戏项目。在未来的开发中,你可以继续深入学习Unreal Engine的高级功能和优化技巧,以构建更加复杂和精美的游戏。

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