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虛幻引擎4:未調用C ++委托

[英]Unreal Engine 4: C++ Delegate not being called

我一直在努力將一些藍圖邏輯轉換為C ++。 我有一件事就是一個按鈕。 可以在VR中按下該按鈕,並且具有一個代理,該代理被調用以通知任何已注冊的功能按鈕按下發生。 以下是在AButtonItem.h類中聲明委托的方式。

#pragma once
#include "BaseItem.h"
#include "ButtonItem.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FButtonItemPressedSignatrue);

UCLASS()
class AButtonItem : public ABaseItem
{
    GENERATED_BODY()

protected:
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Touch)
    float myMaxButtonPress;

public:

    UPROPERTY(EditAnywhere, Category = Callback)
    FButtonItemPressedSignatrue ButtonItem_OnPressed;
};

然后在按下按鈕時調用委托的廣播功能,如下所示:

ButtonItem_OnPressed.Broadcast();

(這個函數應該被調用,因為我有一個在調用之前打印的調試語句。同樣重要的是要注意這是藍圖邏輯時的全部工作。)

這是我嘗試向委托注冊的地方,以及我如何聲明將被調用的函數:

WeaponMaker.h:

UFUNCTION()
void OnNextBladeButtonPressed();

WeaponMaker.cpp:

void AWeaponMaker::BeginPlay()
{
    Super::BeginPlay();

    TArray<USceneComponent*> weaponMakerComponents;
    this->GetRootComponent()->GetChildrenComponents(true, weaponMakerComponents);

    for (int componentIndex = 0; componentIndex < weaponMakerComponents.Num(); componentIndex++)
    {
        if (weaponMakerComponents[componentIndex]->GetName().Equals("NextBladeButton") == true)
        {
            myNextBladeButton = (AButtonItem*)weaponMakerComponents[componentIndex];
            break;
        }
    }

    if (myNextBladeButton != NULL)
    {
        myNextBladeButton->ButtonItem_OnPressed.AddDynamic(this, &AWeaponMaker::OnNextBladeButtonPressed);
    }

}

我在函數OnNextBladeButtonPressed中放了一個斷點和一個print語句,所以我應該立即知道它何時起作用但它永遠不會發生。 我也從零開始重新創建了藍圖,但仍然沒有運氣。 有時在編譯時我會因為InvocationList無效而崩潰,但我也沒有找到關於該問題的更多信息。 最重要的是,OnNextBladeButtonPressed未應該被調用。

編輯:這是我在AButtonItem代碼中調用廣播函數的地方。 它似乎被調用,因為我在控制台中看到UE_LOG輸出:

void AButtonItem::Tick(float deltaTime)
{
    FTransform buttonWorldTransform;
    FVector buttonLocalSpacePos;
    FVector ownerLocalSpacePos;
    FVector localDiff;
    float buttonPressAmount;

    if (myHasStarted == true)
    {
        Super::Tick(deltaTime);

        if (myButtonComponent != NULL)
        {
            if (myPrimaryHand != NULL)
            {
                //Get the world space location of the button.
                buttonWorldTransform = myButtonComponent->GetComponentTransform();

                //Convert the location of the button and the location of the hand to local space.
                buttonLocalSpacePos = buttonWorldTransform.InverseTransformPosition(myInitialOverlapPosition);
                ownerLocalSpacePos = buttonWorldTransform.InverseTransformPosition(myPrimaryHand->GetControllerLocation() + (myPrimaryHand->GetControllerRotation().Vector() * myPrimaryHand->GetReachDistance()));

                //Vector distance between button and hand in local space.
                localDiff = ownerLocalSpacePos - buttonLocalSpacePos;

                //Only interested in the z value difference.
                buttonPressAmount = FMath::Clamp(FMath::Abs(localDiff.Z), 0.0f, myMaxButtonPress);
                localDiff.Set(0.0f, 0.0f, buttonPressAmount);

                //Set the new relative position of button based on the hand and the start button position.
                myButtonComponent->SetRelativeLocation(myButtonInitialPosition - localDiff);

                //UE_LOG(LogTemp, Error, TEXT("buttonPressAmount:%f"), buttonPressAmount);
                if (buttonPressAmount >= myMaxButtonPress)
                {
                    if (myHasBeenTouchedOnce == false)
                    {
                        //Fire button pressed delegate
                        if (ButtonItem_OnPressed.IsBound() == true)
                        {
                            ButtonItem_OnPressed.Broadcast();
                            AsyncTask(ENamedThreads::GameThread, [=]()
                            {
                                ButtonItem_OnPressed.Broadcast();
                            });
                        }

                        myHasBeenTouchedOnce = true;
                        myButtonComponent->SetScalarParameterValueOnMaterials("State", 1.0f);
                        Super::VibrateTouchingHands(EVibrationType::VE_TOUCH);
                    }
                }
            }
            else
            {
                //Slowly reset the button position back to the initial position when not being touched.
                FVector newPosition = FMath::VInterpTo(myButtonComponent->GetRelativeTransform().GetLocation(), myButtonInitialPosition, deltaTime, 10.0f);
                myButtonComponent->SetRelativeLocation(newPosition);
            }
        }
    }
}

首先:

UPROPERTY(EditAnywhere, Category = Callback)
FButtonItemPressedSignatrue ButtonItem_OnPressed;

這應該是:

UPROPERTY(BlueprintAssignable, Category = Callback)
FButtonItemPressedSignatrue ButtonItem_OnPressed;

為了方便。

其次,可以在執行開始播放之前調用tick函數,原因有很多。 如果游戲還沒有開始游戲,你甚至不會被廣播。 所以,為了避免只在勾選函數中添加一個檢查。

if(bHasBegunPlay)
{
  // .. your logics ...
}

有時在編譯時我會因為InvocationList無效而崩潰,但我也沒有找到關於該問題的更多信息。 最重要的是,OnNextBladeButtonPressed未應該被調用。

我在問題的代碼中沒有看到任何問題。 在我看來,問題可能出在不同的位置。 我懷疑AWeaponMaker在廣播時已被刪除。

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