{"id":847,"date":"2025-04-18T00:00:24","date_gmt":"2025-04-17T16:00:24","guid":{"rendered":"https:\/\/www.wunen.com\/index.php\/2025\/04\/18\/%e5%b0%84%e5%87%bb%e6%b8%b8%e6%88%8f%e6%a1%88%e4%be%8b%ef%bc%88%e5%9b%9b%ef%bc%89\/"},"modified":"2025-04-18T00:00:24","modified_gmt":"2025-04-17T16:00:24","slug":"%e5%b0%84%e5%87%bb%e6%b8%b8%e6%88%8f%e6%a1%88%e4%be%8b%ef%bc%88%e5%9b%9b%ef%bc%89","status":"publish","type":"post","link":"http:\/\/www.wunen.com\/index.php\/2025\/04\/18\/%e5%b0%84%e5%87%bb%e6%b8%b8%e6%88%8f%e6%a1%88%e4%be%8b%ef%bc%88%e5%9b%9b%ef%bc%89\/","title":{"rendered":"\u5c04\u51fb\u6e38\u620f\u6848\u4f8b\uff08\u56db\uff09"},"content":{"rendered":"<div class=\"article_content clearfix\" id=\"article_content\">\n <link href=\"https:\/\/csdnimg.cn\/release\/blogv2\/dist\/mdeditor\/css\/editerView\/kdoc_html_views-1a98987dfd.css\" rel=\"stylesheet\"\/>\n <link href=\"https:\/\/csdnimg.cn\/release\/blogv2\/dist\/mdeditor\/css\/editerView\/ck_htmledit_views-704d5b9767.css\" rel=\"stylesheet\"\/>\n<div class=\"htmledit_views\" id=\"content_views\">\n<h2 style=\"margin-left:0px;\">\n   \u4e00\u3001\u7784\u51c6\u504f\u79fb(AimOffset)<br \/>\n  <\/h2>\n<p style=\"margin-left:0;\">\n   \u73b0\u5728\u5df2\u7ecf\u7ed9\u89d2\u8272\u6dfb\u52a0\u4e86\u5c04\u51fb\u548c\u51c6\u661f\uff0c\u5f53\u89d2\u8272\u5728Pitch\u8f74\u4e0a\u504f\u79fb\u7684\u65f6\u5019\uff0c\u4e00\u822c\u7684\u6e38\u620f\u4e2d\u90fd\u4f1a\u6709\u89d2\u8272\u7684\u624b\u81c2\u6b66\u5668\u8fdb\u884c\u671d\u5411\u7684\u6539\u53d8\uff0c\u6bd4\u5982\u89d2\u8272\u5411\u4e0a\u770b\uff0c\u624b\u81c2\u6b66\u5668\u7684\u6307\u5411\u5411\u4e0a\u3002\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u9644\u865a\u5e7b\u5f15\u64ce5.2\u7248\u672c\u7784\u51c6\u504f\u79fb\u5982\u4f55\u521b\u5efa\u3001\u4f7f\u7528\uff1a<br \/>\n   <a href=\"https:\/\/dev.epicgames.com\/documentation\/zh-cn\/unreal-engine\/creating-an-aim-offset-in-unreal-engine?application_version=5.2\" rel=\"nofollow\" title=\"5.2\u7248\u672c\u7784\u51c6\u504f\u79fb\"><br \/>\n    5.2\u7248\u672c\u7784\u51c6\u504f\u79fb<br \/>\n   <\/a>\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u5728\u5c06\u7784\u51c6\u504f\u79fb\u6240\u7528\u5230\u7684\u52a8\u753b\u5e27\u6279\u5904\u7406\u7684\u65f6\u5019\uff0c\u5728\u9644\u52a0\u8bbe\u7f6e\u5904\u8981\u6ce8\u610f\u9644\u52a0\u52a8\u753b\u7c7b\u578b\u3001\u57fa\u7840\u59ff\u52bf\u7c7b\u578b\u3001\u57fa\u7840\u59ff\u52bf\u52a8\u753b\u8bbe\u7f6e\u597d\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   \u521b\u5efa\u51fa\u6765\u4e4b\u540e\uff0c\u5c06\u505a\u597d\u7684\u5355\u5e27\u52a8\u753b\u62d6\u5165\u3002\n  <\/p>\n<p style=\"text-align:center;\">\n<p>\n   CharacterAnim.h\n  <\/p>\n<pre><code class=\"hljs\">UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\nfloat PitchValue = 0.0f;\/\/\u4fef\u4ef0\u503c<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   CharacterAnim.cpp\n  <\/p>\n<pre><code class=\"hljs\">void UCharacterAnim::NativeUpdateAnimation(float DeltaSeconds)\n{\n\tSuper::NativeUpdateAnimation(DeltaSeconds);\n\tif (!CharacterRef)\n\t{\n\t\tCharacterRef = Cast&lt;AManCharacter&gt;(TryGetPawnOwner());\n\t}\n\telse\n\t{\n\t\tFVector CharacterVelocity = CharacterRef-&gt;GetVelocity();\n\t\tSpeed = CharacterVelocity.Size();\n\t\tIsInAir = CharacterRef-&gt;GetMovementComponent()-&gt;IsFalling();\n\t\tDirection = CalculateDirection(CharacterVelocity,CharacterRef-&gt;GetControlRotation());\n\t\t\n\t\tconst FRotator CharacterRotator = CharacterRef-&gt;GetActorRotation();\n\t\tconst FRotator ControlRotator = CharacterRef-&gt;GetControlRotation();\n\t\tconst FRotator DeltaRotator = UKismetMathLibrary::NormalizedDeltaRotator(ControlRotator,CharacterRotator);\n\t\tconst FRotator CurrentRotator = FRotator(PitchValue,0.0f,0.0f);\n\t\tconst FRotator TargetRotator = UKismetMathLibrary::RInterpTo(CurrentRotator,DeltaRotator,DeltaSeconds,15.0f);\n\t\tPitchValue = FMath::ClampAngle(TargetRotator.Pitch,-90.0f,90.0f);\n\t}\n}\n<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   \u6253\u5f00\u52a8\u753b\u84dd\u56fe\uff0c\u5c06\u7784\u51c6\u504f\u79fb\u6dfb\u52a0\u5230\u72b6\u6001\u673a\u4e2d\uff0c\u5e76\u7528\u901a\u8fc7\u9aa8\u9abc\u5c42\u6df7\u5408\u52a8\u753b\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   \u5f53\u5411\u4e0a\u7784\u51c6\u7684\u65f6\u5019\uff0c\u6b66\u5668\u548c\u624b\u90e8\u4f1a\u5411\u4e0a\u504f\u79fb\u4e00\u4e9b\u3002\n  <\/p>\n<p style=\"text-align:center;\">\n<h2>\n   \u4e8c\u3001\u5c04\u51fb<br \/>\n  <\/h2>\n<h3>\n   2.1\u00a0\u5c04\u51fb\u5c04\u7ebf\u68c0\u6d4b<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   \u5728\u8fd9\u91cc\u5c06\u4f7f\u7528\u4ece\u5c4f\u5e55\u4e2d\u592e\uff0c\u4e5f\u5c31\u662f\u51c6\u661f\u5904\u5c04\u51fa\u4e00\u6761\u5c04\u7ebf\u53bb\u8fdb\u884c\u5c04\u7ebf\u68c0\u6d4b\uff0c\u5224\u65ad\u662f\u5426\u5c04\u51fb\u5230\u4e86\u7269\u4f53\u3002\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u5728\u8fd9\u91cc\u5c06BaseCharacter\u4e2d\u7684FireWeapon\u65b9\u6cd5\u5728ManCharacter\u4e2d\u8fdb\u884c\u4e86\u91cd\u5199\u3002\n  <\/p>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    ManCharacter.h<br \/>\n   <\/span>\n  <\/p>\n<pre><code class=\"hljs\">protected:\n\tvirtual void BeginPlay() override;\n\t\/**\n\t * \u6b66\u5668\u5f00\u706b\n\t *\/\n\tvirtual void FireWeapon() override;\n\t\/**\n\t * \u83b7\u53d6\u4ee5\u5c4f\u5e55\u4e2d\u5fc3\u4e3a\u5c04\u7ebf\u68c0\u6d4b\u5f00\u59cb\u70b9\u7684\u4e16\u754c\u4f4d\u7f6e\u548c\u65b9\u5411\n\t * @param StartLocation \u4e16\u754c\u4f4d\u7f6e\n\t * @param Direction \u65b9\u5411\n\t *\/\n    void GetScreenFireStartLocationAndDirection(FVector&amp; StartLocation,FVector&amp; Direction);<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    ManCharacter.cpp<br \/>\n   <\/span>\n  <\/p>\n<pre><code class=\"hljs\">void AManCharacter::GetScreenFireStartLocationAndDirection(FVector&amp; StartLocation, FVector&amp; Direction)\n{\n\tif (GEngine &amp;&amp; GEngine-&gt;GameViewport)\n\t{\n\t\tFVector2D OutViewportSize;\n\t\tGEngine-&gt;GameViewport-&gt;GetViewportSize(OutViewportSize);\n\t\tFVector2D HalfViewportSize = FVector2D(OutViewportSize.X\/2,OutViewportSize.Y\/2);\n\t\tAPlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(),0);\n\t\tPC-&gt;DeprojectScreenPositionToWorld(HalfViewportSize.X,HalfViewportSize.Y,StartLocation,Direction);\n\t}\n}<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    HalfViewportSize\u5c31\u662f\u5c4f\u5e55\u4e2d\u592e\u7684\u4f4d\u7f6e\uff0c\u4f7f\u7528DeprojectScreenPositionToWorld\u5c06\u5c4f\u5e55\u5750\u6807\u8f6c\u5316\u6210\u4e16\u754c\u5750\u6807\u5e76\u83b7\u53d6\u4e86\u6307\u5411\u7684\u65b9\u5411\u3002<br \/>\n   <\/span>\n  <\/p>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    \u5728FireWeapon\u4e2d\u8fdb\u884c\u5c04\u7ebf\u68c0\u6d4b\uff1a<br \/>\n   <\/span>\n  <\/p>\n<pre><code class=\"hljs\">void AManCharacter::FireWeapon()\n{\n\tSuper::FireWeapon();\n\tFVector OutWorldLocation;\n\tFVector OutWorldDirection;\n\tGetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);\n\tFVector StartLocation = OutWorldLocation;\n\tFVector EndLocation = StartLocation + OutWorldDirection * ShootDistance;\n\tFHitResult ScreenHitResult;\n\tFCollisionQueryParams QueryParams;\n\tQueryParams.AddIgnoredActor(this);\n\t\/\/\u5355\u901a\u9053\u5c04\u7ebf\u68c0\u6d4b\n\tGetWorld()-&gt;LineTraceSingleByChannel(ScreenHitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);\n\tFColor DrawColor = FColor::Red;\n\tif (ScreenHitResult.GetActor())\n\t{\n\t\tEndLocation = ScreenHitResult.Location;\n\t\tDrawColor = FColor::Green;\n\t}\n\tDrawDebugLine(GetWorld(),StartLocation,EndLocation,DrawColor,false,2.0f,0,2.0f);\n}<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    \u5982\u679c\u5728ManCharacter\u4e2d\u91cd\u5199\u4e86FireWeapon\u7684\u8bdd\uff0c\u8981Super::FireWeapon();\u8c03\u7528\u4e00\u4e0b\u7236\u7c7b\uff0c\u4f1a\u5c06\u7236\u7c7b\u4e2d\u7684FireWeapon\u5185\u5bb9\u6267\u884c\u4e00\u904d\uff0c\u518d\u53bb\u5f80\u4e0b\u6267\u884c\u3002<br \/>\n   <\/span>\n  <\/p>\n<p style=\"margin-left:0;\">\n   <span style=\"color:#000000;\"><br \/>\n    \u5728\u8fd9\u91cc\u4f7f\u7528\u4e86\u4e00\u4e2aDrawDebugLine\u753b\u4e00\u6761\u7ebf\u7684\u65b9\u5f0f\u8fdb\u884c\u8c03\u8bd5\uff0c\u770b\u4e0b\u662f\u5426\u68c0\u6d4b\u5230\u4e86\u4e1c\u897f\uff0c\u6ce8\u610f\u5c04\u7ebf\u68c0\u6d4b\u7684\u901a\u9053\uff0c\u8fd9\u91cc\u662fECC_Visibility\uff0c\u5982\u679c\u6ca1\u68c0\u6d4b\u5230\u7684\u8bdd\uff0c\u662f\u7ea2\u7ebf\uff0c\u68c0\u6d4b\u5230\u5219\u662f\u7eff\u7ebf\u3002<br \/>\n   <\/span>\n  <\/p>\n<p class=\"img-center\">\n<h3>\n   2.2\u00a0\u67aa\u53e3\u7279\u6548<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   \u5c04\u51fb\u7684\u65f6\u5019\u7ed9\u6b66\u5668\u6dfb\u52a0\u5c04\u51fb\u7684\u7279\u6548\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u4f7f\u7528\u7684\u65b9\u6cd5\u662f\u7528SpawnEmitterAtLocation\u5728\u6307\u5b9a\u4f4d\u7f6e\u751f\u6210\u7684\u7c92\u5b50\u7279\u6548\uff0c\u8fd9\u91cc\u4f7f\u7528\u7684\u662fParticleSystem\u7279\u6548\u3002\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u6b66\u5668\u7684\u6a21\u578b\u4e2d\u6dfb\u52a0\u4e00\u4e2aMuzzle\u7684\u63d2\u69fd\uff0c\u63d0\u4f9b\u751f\u6210\u7684\u4f4d\u7f6e\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   ManCharacter.h\n  <\/p>\n<pre><code class=\"hljs\">UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\nUParticleSystem* MuzzleParticle;\/\/\u67aa\u53e3\u7279\u6548<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   ManCharacter.cpp\n  <\/p>\n<pre><code class=\"hljs\">\/\/\u67aa\u53e3\u7279\u6548\nif (MuzzleParticle)\n{\n\tFTransform MuzzleTransform = WeaponMesh-&gt;GetSocketTransform(\"Muzzle\");\n\tUGameplayStatics::SpawnEmitterAtLocation(GetWorld(),MuzzleParticle,MuzzleTransform.GetLocation(),\n\t\tMuzzleTransform.Rotator(),FVector(0.5f));\n}<\/code><\/pre>\n<p class=\"img-center\">\n<h3>\n   2.3\u00a0\u00a0\u5c04\u51fb\u5230\u7269\u4f53\u7684\u649e\u51fb\u7279\u6548<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   ManCharacter.h\n  <\/p>\n<pre><code class=\"hljs\">UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\nUParticleSystem* ImpactParticle;\/\/\u67aa\u53e3\u7279\u6548<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   ManCharacter.cpp\n  <\/p>\n<pre><code class=\"hljs\">\/\/\u649e\u51fb\u7279\u6548\nif (ImpactParticle)\n{\n    UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,EndLocation);\n}<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   \u6ce8\u610f\uff1a\u649e\u51fb\u6548\u679c\u8981\u653e\u5230\u5c04\u7ebf\u68c0\u6d4b\u6210\u529f\u5904\uff0c\u5982\u679c\u6ca1\u6709\u5c04\u51fb\u5230\u7269\u4f53\uff0c\u4e0d\u9700\u8981\u663e\u793a\u649e\u51fb\u7279\u6548\u3002\n  <\/p>\n<\/p>\n<h3>\n   2.4\u00a0\u00a0\u5c04\u51fb\u8f68\u9053\u7279\u6548<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   \u5c04\u51fb\u8f68\u9053\u540c\u6837\u9700\u8981\u6839\u636e\u5c04\u51fb\u7ed3\u675f\u70b9\u6765\u5904\u7406\u8f68\u9053\u7684\u957f\u77ed\u3002\n  <\/p>\n<p style=\"margin-left:0;\">\n   \u5728\u8f68\u9053\u7279\u6548\u4e2d\u6709\u4e00\u4e2a\u76ee\u6807\uff0c\u5176\u4e2d\u53ef\u4ee5\u4f7f\u7528\u76ee\u6807\u547d\u540d\uff0cSetVectorParameter\u8bbe\u7f6e\u5411\u91cf\u53c2\u6570\u53bb\u5904\u7406\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   ManCharacter.h\n  <\/p>\n<pre><code class=\"hljs\">UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\nUParticleSystem* BeamParticle;\/\/\u5c04\u51fb\u8f68\u8ff9\u7279\u6548<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   ManCharacter.cpp\n  <\/p>\n<pre><code class=\"hljs\">\/\/\u5c04\u51fb\u8f68\u8ff9\u7279\u6548\nif (BeamParticle)\n{\n\tFTransform MuzzleTransform = WeaponMesh-&gt;GetSocketTransform(\"Muzzle\");\n\tUParticleSystemComponent* PSComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),BeamParticle,MuzzleTransform.GetLocation());\n\tif (PSComp)\n\t{\n\t\tPSComp-&gt;SetVectorParameter(\"Target\",EndLocation);\n\t}\n}<\/code><\/pre>\n<p class=\"img-center\">\n<h3>\n   2.5\u00a0\u5c04\u51fb\u97f3\u6548<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   ManCharacter.h\n  <\/p>\n<pre><code class=\"hljs\">UPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\nUSoundBase* FireSound;\/\/\u5c04\u51fb\u97f3\u6548<\/code><\/pre>\n<p style=\"margin-left:0;\">\n   ManCharacter.cpp\n  <\/p>\n<pre><code class=\"hljs\">\/\/\u5c04\u51fb\u97f3\u6548\nif(FireSound)\n{\n\tUGameplayStatics::PlaySoundAtLocation(GetWorld(),FireSound,GetActorLocation());\n}<\/code><\/pre>\n<h3>\n   2.6\u00a0\u5c04\u51fb\u6548\u679c\u4f18\u5316<br \/>\n  <\/h3>\n<p style=\"margin-left:0;\">\n   \u5982\u56fe\u6240\u793a\uff0c\u51c6\u661f\u7784\u51c6\u7684\u524d\u65b9\u6709\u4e00\u5757\u7acb\u65b9\u4f53\u6321\u4f4f\uff0c\u5c04\u51fb\u843d\u70b9\u5728\u51c6\u661f\u5904\uff0c\u800c\u5b9e\u9645\u4e0a\u5c04\u51fb\u8f68\u9053\u662f\u7a7f\u8fc7\u4e86\u7acb\u65b9\u4f53\uff0c\u6240\u4ee5\uff0c\u6b64\u65f6\u5c04\u51fb\u843d\u70b9\u5e94\u5f53\u8bbe\u7f6e\u5728\u78b0\u649e\u5230\u7acb\u65b9\u4f53\u5904\u7684\u4f4d\u7f6e\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   \u8fd9\u91cc\u4fee\u590d\u7684\u65b9\u5f0f\u662f\u5728\u4ee5\u51c6\u661f\u4e3a\u843d\u51fb\u70b9\u65f6\uff0c\u8fdb\u884c\u4e86\u5c04\u51fb\u68c0\u6d4b\u7684\u65f6\u5019\uff0c\u5982\u679c\u5c04\u51fb\u5230\u7269\u4f53\u65f6\uff0c\u518d\u4ee5\u67aa\u53e3\u4e3a\u8d77\u70b9\uff0c\u51c6\u661f\u7684\u843d\u51fb\u78b0\u649e\u70b9\u4e3a\u7ec8\u70b9\u8fdb\u884c\u5c04\u7ebf\u68c0\u6d4b\uff0c\u5982\u679c\u78b0\u649e\u5230\u7684\u8bdd\uff0c\u843d\u51fb\u70b9\u4e3a\u67aa\u53e3\u5c04\u7ebf\u68c0\u6d4b\u7684\u7ed3\u679c\u4e3a\u6700\u7ec8\u843d\u51fb\u70b9\u3002\n  <\/p>\n<p class=\"img-center\">\n<p>\n   \u5728ManCharacter.cpp\u4e2d\u7684FireWeapon\u65b9\u6cd5\uff1a\n  <\/p>\n<pre><code class=\"hljs\">FVector OutWorldLocation;\nFVector OutWorldDirection;\nGetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);\nFVector StartLocation = OutWorldLocation;\nFVector EndLocation = StartLocation + OutWorldDirection * ShootDistance;\nFHitResult ScreenHitResult;\nFCollisionQueryParams QueryParams;\nQueryParams.AddIgnoredActor(this);\n\/\/\u5355\u901a\u9053\u5c04\u7ebf\u68c0\u6d4b\nGetWorld()-&gt;LineTraceSingleByChannel(ScreenHitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);\nif (ScreenHitResult.GetActor())\n{\n\tEndLocation = ScreenHitResult.Location;\n\t\/\/\u4ee5\u67aa\u53e3\u4e3a\u521d\u59cb\u70b9\u7684\u5c04\u7ebf\u68c0\u6d4b\n\tFHitResult MuzzleHitResult;\n\tFCollisionQueryParams MuzzleQueryParams;\n\tMuzzleQueryParams.AddIgnoredActor(this);\n\tFTransform MuzzleTransform = WeaponMesh-&gt;GetSocketTransform(\"Muzzle\");\n\tFVector MuzzleStart = MuzzleTransform.GetLocation();\n\tFVector MuzzleEnd = EndLocation;\n\tGetWorld()-&gt;LineTraceSingleByChannel(MuzzleHitResult,MuzzleStart,MuzzleEnd,ECC_Visibility,MuzzleQueryParams);\n\tif (MuzzleHitResult.GetActor())\n\t{\n\t\tEndLocation = MuzzleHitResult.Location;\n\t}\n\t\/\/\u649e\u51fb\u7279\u6548\n\tif (ImpactParticle)\n\t{\n\t\tUGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,EndLocation);\n\t}\n}<\/code><\/pre>\n<h3>\n   2.7\u00a0\u4ee3\u7801\u91cd\u6784\u548c\u5bf9\u5e94\u4ee3\u7801<br \/>\n  <\/h3>\n<h4>\n   2.7.1\u00a0ManCharacter.h<br \/>\n  <\/h4>\n<pre><code class=\"hljs\">#pragma once\n\n#include \"CoreMinimal.h\"\n#include \"Gameplay\/BaseCharacter.h\"\n#include \"ManCharacter.generated.h\"\n\nclass USkeletalMeshComponent;\nclass UParticleSystem;\nclass USoundBase;\n\n\/**\n * \u5c0f\u767d\u4eba\u89d2\u8272\n *\/\nUCLASS()\nclass SHOOTINGGAME_API AManCharacter : public ABaseCharacter\n{\n\tGENERATED_BODY()\n\npublic:\n\tAManCharacter();\nprotected:\n\tvirtual void BeginPlay() override;\n\t\/**\n\t * \u6b66\u5668\u5f00\u706b\n\t *\/\n\tvirtual void FireWeapon() override;\n\t\/**\n\t * \u83b7\u53d6\u4ee5\u5c4f\u5e55\u4e2d\u5fc3\u4e3a\u5c04\u7ebf\u68c0\u6d4b\u5f00\u59cb\u70b9\u7684\u4e16\u754c\u4f4d\u7f6e\u548c\u65b9\u5411\n\t * @param StartLocation \u4e16\u754c\u4f4d\u7f6e\n\t * @param Direction \u65b9\u5411\n\t *\/\n\tvoid GetScreenFireStartLocationAndDirection(FVector&amp; StartLocation,FVector&amp; Direction);\n\n\t\/**\n\t * \u5c4f\u5e55\u8d77\u59cb\u70b9\u5c04\u7ebf\u68c0\u6d4b\n\t * @param EndLocation \u5c4f\u5e55\u8d77\u59cb\u70b9\u5c04\u7ebf\u68c0\u6d4b\u7684\u78b0\u649e\u70b9\n\t * @param HitResult \u78b0\u649e\u7ed3\u679c\n\t *\/\n\tvoid ScreenLineTrace(FVector&amp; EndLocation,FHitResult&amp; HitResult);\n\t\n\t\/**\n\t * \u67aa\u53e3\u5c04\u7ebf\u68c0\u6d4b\n\t * @param OutLocation \u8f93\u51fa\u7684\u4f4d\u7f6e\n\t * @param ScreenHitLocation \u5c4f\u5e55\u70b9\u4e3a\u8d77\u59cb\u70b9\u7684\u5c04\u7ebf\u68c0\u6d4b\u78b0\u649e\u70b9\n\t *\/\n\tvoid MuzzleLineTrace(FVector&amp; OutLocation,FVector ScreenHitLocation);\n\t\n\t\/**\n\t * \u8bbe\u7f6e\u5f00\u706b\u7684\u67aa\u53e3\u7279\u6548\uff0c\u5c04\u51fb\u8f68\u9053\u7279\u6548\uff0c\u5c04\u51fb\u97f3\u6548\n\t * @param TargetLocation \u76ee\u6807\u70b9\n\t * @param Hit \u5c04\u7ebf\u68c0\u6d4b\u649e\u51fb\u7ed3\u679c\n\t *\/\n\tvoid FireEffect(FVector TargetLocation,FHitResult Hit);\nprivate:\n\tUPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category=Components,meta=(AllowPrivateAccess=\"true\"))\n\tUSkeletalMeshComponent* WeaponMesh;\n\n\tUPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\n\tfloat ShootDistance;\/\/\u5c04\u51fb\u8ddd\u79bb\n\n\tUPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\n\tUParticleSystem* MuzzleParticle;\/\/\u67aa\u53e3\u7279\u6548\n\n\tUPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\n\tUParticleSystem* ImpactParticle;\/\/\u67aa\u53e3\u7279\u6548\n\n\tUPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\n\tUParticleSystem* BeamParticle;\/\/\u5c04\u51fb\u8f68\u8ff9\u7279\u6548\n\n\tUPROPERTY(EditAnywhere,BlueprintReadOnly,Category=Properties,meta=(AllowPrivateAccess=\"true\"))\n\tUSoundBase* FireSound;\/\/\u5c04\u51fb\u97f3\u6548\n};\n<\/code><\/pre>\n<h4>\n   2.7.2\u00a0ManCharacter.cpp<br \/>\n  <\/h4>\n<pre><code class=\"hljs\">#include \"Gameplay\/ManCharacter.h\"\n#include \"Kismet\/GameplayStatics.h\"\n#include \"Particles\/ParticleSystemComponent.h\"\n\nAManCharacter::AManCharacter()\n{\n\tPrimaryActorTick.bCanEverTick = true;\n\tWeaponMesh = CreateDefaultSubobject&lt;USkeletalMeshComponent&gt;(TEXT(\"WeaponMesh\"));\n\tWeaponMesh-&gt;SetupAttachment(GetMesh(),\"WeaponSocket\");\n\tShootDistance = 10000.0f;\n}\n\nvoid AManCharacter::BeginPlay()\n{\n\tSuper::BeginPlay();\n}\n\nvoid AManCharacter::FireWeapon()\n{\n\tSuper::FireWeapon();\n\tFVector OutLocation;\n\tFHitResult ScreenHitResult;\n\t\/\/\u5c4f\u5e55\u8d77\u59cb\u70b9\u5c04\u7ebf\u68c0\u6d4b\n\tScreenLineTrace(OutLocation,ScreenHitResult);\n\t\/\/\u5c04\u51fb\u6548\u679c\n\tFireEffect(OutLocation,ScreenHitResult);\n}\n\nvoid AManCharacter::GetScreenFireStartLocationAndDirection(FVector&amp; StartLocation, FVector&amp; Direction)\n{\n\tif (GEngine &amp;&amp; GEngine-&gt;GameViewport)\n\t{\n\t\tFVector2D OutViewportSize;\n\t\tGEngine-&gt;GameViewport-&gt;GetViewportSize(OutViewportSize);\n\t\tFVector2D HalfViewportSize = FVector2D(OutViewportSize.X\/2,OutViewportSize.Y\/2);\n\t\tAPlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(),0);\n\t\tPC-&gt;DeprojectScreenPositionToWorld(HalfViewportSize.X,HalfViewportSize.Y,StartLocation,Direction);\n\t}\n}\n\nvoid AManCharacter::ScreenLineTrace(FVector&amp; EndLocation,FHitResult&amp; HitResult)\n{\n\tFVector OutWorldLocation;\n\tFVector OutWorldDirection;\n\tGetScreenFireStartLocationAndDirection(OutWorldLocation,OutWorldDirection);\n\tconst FVector StartLocation = OutWorldLocation;\n\tEndLocation = StartLocation + OutWorldDirection * ShootDistance;\n\tFCollisionQueryParams QueryParams;\n\tQueryParams.AddIgnoredActor(this);\n\t\/\/\u5355\u901a\u9053\u5c04\u7ebf\u68c0\u6d4b\n\tGetWorld()-&gt;LineTraceSingleByChannel(HitResult,StartLocation,EndLocation,ECC_Visibility,QueryParams);\n\tif (HitResult.GetActor())\n\t{\n\t\tEndLocation = HitResult.Location;\n\t\t\/\/\u4ee5\u67aa\u53e3\u4e3a\u521d\u59cb\u70b9\u7684\u5c04\u7ebf\u68c0\u6d4b\n\t\tMuzzleLineTrace(EndLocation,EndLocation);\n\t}\n}\n\nvoid AManCharacter::MuzzleLineTrace(FVector&amp; OutLocation,FVector ScreenHitLocation)\n{\n\tFHitResult MuzzleHitResult;\n\tFCollisionQueryParams MuzzleQueryParams;\n\tMuzzleQueryParams.AddIgnoredActor(this);\n\tFTransform MuzzleTransform = WeaponMesh-&gt;GetSocketTransform(\"Muzzle\");\n\tFVector MuzzleStart = MuzzleTransform.GetLocation();\n\tFVector MuzzleEnd = ScreenHitLocation;\n\tGetWorld()-&gt;LineTraceSingleByChannel(MuzzleHitResult,MuzzleStart,MuzzleEnd,ECC_Visibility,MuzzleQueryParams);\n\tif (MuzzleHitResult.GetActor())\n\t{\n\t\tOutLocation = MuzzleHitResult.Location;\n\t}\n}\n\nvoid AManCharacter::FireEffect(FVector TargetLocation,FHitResult Hit)\n{\n\tconst FTransform MuzzleTransform = WeaponMesh-&gt;GetSocketTransform(\"Muzzle\");\n\tif (Hit.GetActor())\n\t{\n\t\t\/\/\u649e\u51fb\u7279\u6548\n\t\tif (ImpactParticle)\n\t\t{\n\t\t\tUGameplayStatics::SpawnEmitterAtLocation(GetWorld(),ImpactParticle,TargetLocation);\n\t\t}\n\t}\n\t\/\/\u67aa\u53e3\u7279\u6548\n\tif (MuzzleParticle)\n\t{\n\t\tUGameplayStatics::SpawnEmitterAtLocation(GetWorld(),MuzzleParticle,MuzzleTransform.GetLocation(),\n\t\t\tMuzzleTransform.Rotator(),FVector(0.5f));\n\t}\n\t\/\/\u5c04\u51fb\u8f68\u8ff9\u7279\u6548\n\tif (BeamParticle)\n\t{\n\t\tUParticleSystemComponent* PSComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),BeamParticle,MuzzleTransform.GetLocation());\n\t\tif (PSComp)\n\t\t{\n\t\t\tPSComp-&gt;SetVectorParameter(\"Target\",TargetLocation);\n\t\t}\n\t}\n\t\/\/\u5c04\u51fb\u97f3\u6548\n\tif(FireSound)\n\t{\n\t\tUGameplayStatics::PlaySoundAtLocation(GetWorld(),FireSound,GetActorLocation());\n\t}\n}\n<\/code><\/pre>\n<\/p><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>\u4e00\u3001\u7784\u51c6\u504f\u79fb(AimOffset) \u73b0\u5728\u5df2\u7ecf\u7ed9\u89d2\u8272\u6dfb\u52a0\u4e86\u5c04\u51fb\u548c\u51c6\u661f\uff0c\u5f53\u89d2\u8272\u5728Pitch\u8f74\u4e0a\u504f\u79fb\u7684\u65f6\u5019\uff0c\u4e00\u822c\u7684\u6e38 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