[UE] 총알 & 재장전 구현. Bullet, Magazine, Reload

목차
Enlarge CrossHair, Bullet, Reload
Characters | |
CAnimInstance.h .cpp CPlayer.h .cpp |
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Utilities | |
CHelpers.h CLog.h .cpp |
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Weapons | |
CBullet.h .cpp 생성 CWeapon.h .cpp CWeapon_AR4.h .cpp CWeaponComponent.h .cpp |
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Widget | |
CUserWidget_CrossHair.h .cpp CUserWidget_HUD.h .cpp |
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CGameMode.h .cpp Global.h CAnimNotifyState_Equip.h .cpp |
SK_AR4_Skeleton

소켓 생성 - Muzzle_Bullet
CPlayer
CPlayer.cpp
#include "CPlayer.h" #include "Global.h" #include "CAnimInstance.h" #include "Weapons/CWeaponComponent.h" #include "GameFramework/SpringArmComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "Components/InputComponent.h" #include "Materials/MaterialInstanceDynamic.h" ACPlayer::ACPlayer() { PrimaryActorTick.bCanEverTick = true; CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetCapsuleComponent()); CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm); CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon"); USkeletalMesh* mesh; CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'"); GetMesh()->SetSkeletalMesh(mesh); GetMesh()->SetRelativeLocation(FVector(0, 0, -90)); GetMesh()->SetRelativeRotation(FRotator(0, -90, 0)); TSubclassOf<UCAnimInstance> animInstance; CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/Player/ABP_Player.ABP_Player_C'"); GetMesh()->SetAnimClass(animInstance); GetCharacterMovement()->MaxWalkSpeed = 400; SpringArm->SetRelativeLocation(FVector(0, 0, 60)); SpringArm->TargetArmLength = 200; SpringArm->bUsePawnControlRotation = true; SpringArm->bEnableCameraLag = true; } void ACPlayer::BeginPlay() { Super::BeginPlay(); //Super가 BP의 BeginPlay를 콜한다. GetController<APlayerController>()->PlayerCameraManager->ViewPitchMin = PitchRange.X; //각 제한 걸기 GetController<APlayerController>()->PlayerCameraManager->ViewPitchMax = PitchRange.Y; //각 제한 걸기 } void ACPlayer::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", this, &ACPlayer::OnMoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &ACPlayer::OnMoveRight); PlayerInputComponent->BindAxis("HorizontalLook", this, &ACPlayer::OnHorizontalLook); PlayerInputComponent->BindAxis("VerticalLook", this, &ACPlayer::OnVerticalLook); PlayerInputComponent->BindAction("Run", EInputEvent::IE_Pressed, this, &ACPlayer::OnRun); PlayerInputComponent->BindAction("Run", EInputEvent::IE_Released, this, &ACPlayer::OffRun); PlayerInputComponent->BindAction("AR4", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAR4Mode);//Object를 Weapon으로 받는다. PlayerInputComponent->BindAction("Aim", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Begin_Aim); PlayerInputComponent->BindAction("Aim", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::End_Aim); PlayerInputComponent->BindAction("Fire", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Begin_Fire); PlayerInputComponent->BindAction("Fire", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::End_Fire); PlayerInputComponent->BindAction("AutoFire", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::ToggleAutoFire); PlayerInputComponent->BindAction("Reload", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Reload); } void ACPlayer::OnMoveForward(float InAxisValue) { FRotator rotator = FRotator(0, GetControlRotation().Yaw, 0); FVector direction = FQuat(rotator).GetForwardVector(); AddMovementInput(direction, InAxisValue); } void ACPlayer::OnMoveRight(float InAxisValue) { FRotator rotator = FRotator(0, GetControlRotation().Yaw, 0); FVector direction = FQuat(rotator).GetRightVector(); AddMovementInput(direction, InAxisValue); } void ACPlayer::OnHorizontalLook(float InAxisValue) { AddControllerYawInput(InAxisValue); } void ACPlayer::OnVerticalLook(float InAxisValue) { AddControllerPitchInput(InAxisValue); } void ACPlayer::OnRun() { GetCharacterMovement()->MaxWalkSpeed = 600; } void ACPlayer::OffRun() { GetCharacterMovement()->MaxWalkSpeed = 400; }
키 입력 추가
- void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { PlayerInputComponent->BindAction("Reload", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Reload); }
CUserWidget_CrossHair
CUserWidget_CrossHair.h
#pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "CUserWidget_CrossHair.generated.h" UCLASS() class U2212_04_API UCUserWidget_CrossHair : public UUserWidget { GENERATED_BODY() protected: void NativeOnInitialized() override; void NativeTick(const FGeometry& MyGeometry, float InDeltaTime); public: void UpdateSpreadRange(float InRadius, float InMaxRadius); //외부로부터 값을 세팅할 함수 private: TArray<class UBorder*> Borders; TArray<FVector2D> Alignments; private: float Radius; //CrossHair 현재값 float MaxRadius; //CrossHair 최대값 private: enum class EDirection //직렬화x. 내부적으로만 사용 { Top, Bottom, Left, Right, Max, }; };
변수 생성
- float Radius;
- float MaxRadius;
함수 생성
- void UpdateSpreadRange(float InRadius, float InMaxRadius); //외부로부터 값을 세팅할 함수
Enum 열거체 생성
- enum class EDirection //직렬화x. 내부적으로만 사용
CUserWidget_CrossHair.cpp
#include "Widgets/CUserWidget_CrossHair.h" #include "Global.h" #include "Blueprint/WidgetTree.h" #include "Blueprint/WidgetLayoutLibrary.h" #include "Components/CanvasPanel.h" #include "Components/CanvasPanelSlot.h" #include "Components/Border.h" //#define LOG_UCUserWidget_CrossHair 1 void UCUserWidget_CrossHair::NativeOnInitialized() { Super::NativeOnInitialized(); UCanvasPanel* panel = Cast<UCanvasPanel>(WidgetTree->RootWidget);//RootWidget은 CrossHair로 만든 Top,Bottom,Right,Left를 모두 포함한다. CheckNull(panel); TArray<UWidget*> widgets = panel->GetAllChildren(); for (UWidget* widget : widgets) { UBorder* border = Cast<UBorder>(widget); //border를 가져온다. if (border == nullptr) continue; Borders.Add(border); UCanvasPanelSlot* slot = UWidgetLayoutLibrary::SlotAsCanvasSlot(border); Alignments.Add(slot->GetAlignment()); } #if LOG_UCUserWidget_CrossHair for (int32 i = 0; i < Borders.Num(); i++) { UBorder* border = Borders[i]; CLog::Log(border->GetName()); CLog::Log(Alignments[i].ToString()); } #endif } void UCUserWidget_CrossHair::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) { Super::NativeTick(MyGeometry, InDeltaTime); float minimum = 0.0f, maximum = 0.0f; for (int32 i = 0; i< (int32)EDirection::Max; i++) { switch((EDirection)i) { case EDirection::Top: { minimum = Alignments[i].Y; maximum = Alignments[i].Y + MaxRadius; } break; case EDirection::Bottom: { minimum = Alignments[i].Y; maximum = Alignments[i].Y - MaxRadius; } break; case EDirection::Left: { minimum = Alignments[i].X; maximum = Alignments[i].X + MaxRadius; } break; case EDirection::Right: { minimum = Alignments[i].X; maximum = Alignments[i].X - MaxRadius; } break; } //switch float value = FMath::Lerp<float>(minimum, maximum, Radius);//선택값(Radius)을 minimum부터 maximum까지 선형보간 UCanvasPanelSlot* slot = UWidgetLayoutLibrary::SlotAsCanvasSlot(Borders[i]); switch((EDirection)i) { case EDirection::Top: case EDirection::Bottom: slot->SetAlignment(FVector2D(Alignments[i].X, value)); break; case EDirection::Left: case EDirection::Right: slot->SetAlignment(FVector2D(value, Alignments[i].Y)); break; } //switch } } void UCUserWidget_CrossHair::UpdateSpreadRange(float InRadius, float InMaxRadius) { Radius = InRadius; MaxRadius = InMaxRadius; }
CBullet & BP_CBullet 생성
CBullet.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CBullet.generated.h" UCLASS() class U2212_04_API ACBullet : public AActor { GENERATED_BODY() private: UPROPERTY(VisibleAnywhere) class UCapsuleComponent* Capsule; UPROPERTY(VisibleAnywhere) class UStaticMeshComponent* Mesh; UPROPERTY(VisibleAnywhere) class UProjectileMovementComponent* Projectile; //projectile은 RootComponent가 충돌체여야 한다. public: ACBullet(); protected: virtual void BeginPlay() override; public: void Shoot(const FVector& InDirection); private: UFUNCTION() void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); };
변수 생성 UPROPERTY(VisibleAnywhere)
- class UCapsuleComponent* Capsule
- class UStaticMeshComponent* Mesh
- class UProjectileMovementComponent* Projectile
- projectile은 RootComponent가 충돌체여야 한다.
- TSubclassOf<class ACBullet> BulletClass
함수 생성
- void Shoot(const FVector& InDirection)
함수 생성 UFUNCTION()
- void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
CBullet.cpp
#include "Weapons/CBullet.h" #include "Global.h" #include "Components/StaticMeshComponent.h" #include "Components/CapsuleComponent.h" #include "GameFramework/ProjectileMovementComponent.h" #include "Materials/MaterialInstanceConstant.h" ACBullet::ACBullet() { CHelpers::CreateComponent<UCapsuleComponent>(this, &Capsule, "Capsule"); CHelpers::CreateComponent<UStaticMeshComponent>(this, &Mesh, "Mesh", Capsule); CHelpers::CreateActorComponent<UProjectileMovementComponent>(this, &Projectile, "Projectile");//ProjectileMovementComponent는 ActorComponent이다 Capsule->SetRelativeRotation(FRotator(90, 0, 0)); Capsule->SetCapsuleHalfHeight(50); Capsule->SetCapsuleRadius(2); Capsule->SetCollisionProfileName("BlockAllDynamic"); //Block이어서 Hit연산을 한다. UStaticMesh* mesh; CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh'/Game/Meshes/Sphere.Sphere'"); Mesh->SetStaticMesh(mesh); Mesh->SetRelativeScale3D(FVector(1, 0.025f, 0.025f));//이쑤시개 모양 Mesh->SetRelativeRotation(FRotator(90, 0, 0)); UMaterialInstanceConstant* material; CHelpers::GetAsset<UMaterialInstanceConstant>(&material, "MaterialInstanceConstant'/Game/Materials/M_Bullet_Inst.M_Bullet_Inst'"); Mesh->SetMaterial(0, material); Projectile->InitialSpeed = 2e+4f; Projectile->MaxSpeed = 2e+4f; Projectile->ProjectileGravityScale = 0; } void ACBullet::BeginPlay() { Super::BeginPlay(); Projectile->SetActive(false); Capsule->OnComponentHit.AddDynamic(this, &ACBullet::OnHit); } void ACBullet::Shoot(const FVector& InDirection) { SetLifeSpan(3); Projectile->Velocity = InDirection * Projectile->InitialSpeed; //Projectile(총알) 속도 설정 Projectile->SetActive(true); } void ACBullet::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { Destroy(); //Hit되면 Destroy해준다. }
void Shoot에서 Projectile 속도 설정 + 활성화
BP_CBullet

Mesh - 머티리얼 - 엘리먼트0 - M_Bullet_Inst로 설정
CWeapon
CWeapon.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CWeapon.generated.h" //직렬화 해야하는 struct는 클래스 사이에 선언해야 한다. USTRUCT() struct FWeaponAimData { GENERATED_BODY() public: UPROPERTY(EditAnywhere) float TargetArmLength; UPROPERTY(EditAnywhere) FVector SocketOffset; UPROPERTY(EditAnywhere) float FieldOfView; UPROPERTY(EditAnywhere) bool bEnableCameraLag; public: void SetData(class ACharacter* InOwner); void SetDataByNoneCurve(class ACharacter* InOwner); }; //abstract를 쓰면 Unreal Editor에서 추상 베이스 클래스로 취급하겠다는 의미. 추상이되면 배치시킬 수 없다. UCLASS(abstract) class U2212_04_API ACWeapon : public AActor { GENERATED_BODY() protected: UPROPERTY(EditDefaultsOnly, Category = "Equip") FName HolsterSocketName; UPROPERTY(EditDefaultsOnly, Category = "Equip") class UAnimMontage* EquipMontage; UPROPERTY(EditDefaultsOnly, Category = "Equip") float EquipMontage_PlayRate; UPROPERTY(EditDefaultsOnly, Category = "Equip") FName RightHandSocketName; UPROPERTY(EditDefaultsOnly, Category = "Equip") FVector LeftHandLocation; protected: UPROPERTY(EditDefaultsOnly, Category = "Aim") FWeaponAimData BaseData; UPROPERTY(EditDefaultsOnly, Category = "Aim") FWeaponAimData AimData; UPROPERTY(EditDefaultsOnly, Category = "Aim") class UCurveFloat* AimCurve; UPROPERTY(EditDefaultsOnly, Category = "Aim") float AimingSpeed = 200; protected: UPROPERTY(EditDefaultsOnly, Category = "Hit") float HitDistance = 3000; UPROPERTY(EditDefaultsOnly, Category = "Hit") class UMaterialInstanceConstant* HitDecal; UPROPERTY(EditDefaultsOnly, Category = "Hit") class UParticleSystem* HitParticle; protected: UPROPERTY(EditDefaultsOnly, Category = "Fire") class UParticleSystem* FlashParticle; UPROPERTY(EditDefaultsOnly, Category = "Fire") class UParticleSystem* EjectParticle; UPROPERTY(EditDefaultsOnly, Category = "Fire") class USoundWave* FireSound; UPROPERTY(EditDefaultsOnly, Category = "Fire") float RecoilAngle; //Cone의 각도 UPROPERTY(EditDefaultsOnly, Category = "Fire") TSubclassOf<class UMatineeCameraShake> CameraShakeClass; UPROPERTY(EditDefaultsOnly, Category = "Fire") float AutoFireInterval; //연사 시간간격 UPROPERTY(EditDefaultsOnly, Category = "Fire") float RecoilRate; //반동률 UPROPERTY(EditDefaultsOnly, Category = "Fire") float SpreadSpeed; //얼마나 빨리 벌려질거냐 UPROPERTY(EditDefaultsOnly, Category = "Fire") float MaxSpreadAlignment; //얼마나 넓게 벌려질거냐 UPROPERTY(EditDefaultsOnly, Category = "Fire") TSubclassOf<class ACBullet> BulletClass; protected: UPROPERTY(EditDefaultsOnly, Category = "UI") TSubclassOf<class UCUserWidget_CrossHair> CrossHairClass; //CrossHair protected: UPROPERTY(EditDefaultsOnly, Category = "Magazine") uint8 MaxMagazineCount; UPROPERTY(EditDefaultsOnly, Category = "Magazine") class UAnimMontage* ReloadMontage; UPROPERTY(EditDefaultsOnly, Category = "Magazine") float ReloadMontage_PlayRate; private: UPROPERTY(VisibleAnywhere) class USceneComponent* Root; protected: UPROPERTY(VisibleAnywhere) class USkeletalMeshComponent* Mesh; private: UPROPERTY(VisibleAnywhere) class UTimelineComponent* Timeline; public: FORCEINLINE bool IsInAim() { return bInAim; } FORCEINLINE bool IsAutoFire() { return bAutoFire; } FORCEINLINE FVector GetLeftHandLocation() { return LeftHandLocation; } FORCEINLINE uint8 GetCurrMagazineCount() { return CurrMagazineCount; } //현재 탄 수 FORCEINLINE uint8 GetMaxMagazineCount() { return MaxMagazineCount; } //최대 탄 수 public: ACWeapon(); protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; public: bool CanEquip(); void Equip(); void Begin_Equip(); void End_Equip(); bool CanUnequip(); void Unequip(); public: bool CanAim(); void Begin_Aim(); void End_Aim(); private: UFUNCTION() void OnAiming(float Output); //조준 public: bool CanFire(); void Begin_Fire(); void End_Fire(); private: UFUNCTION() void OnFiring(); //연사 public: void ToggleAutoFire(); //연사 On Off 토글 public: bool CanReload(); void Reload(); private: bool bEquipping; bool bInAim; bool bFiring; bool bReload; bool bAutoFire = true; private: class ACPlayer* Owner; private: FTimerHandle AutoFireHandle; //타이머 핸들 추가 private: class UCUserWidget_CrossHair* CrossHair; private: float CurrSpreadRadius; float LastAddSpreadTime; private: uint8 CurrMagazineCount; //현재 탄 수 };
변수 생성 UPROPERTY(EditDefaultsOnly, Category = "Fire")
- float SpreadSpeed
- float MaxSpreadAlignment
- CWeapon_AR4에서 SpreadSpeed, MaxSpreadAlignment 기본값을 설정한다.
- TSubclassOf<class ACBullet> BulletClass
변수 생성 UPROPERTY(EditDefaultsOnly, Category = "Magazine")
- uint8 MaxMagazineCount
- class UAnimMontage* ReloadMontage
- float ReloadMontage_PlayRate
Inline 함수
- FORCEINLINE uint8 GetCurrMagazineCount() { return CurrMagazineCount; } //현재 탄 수
- FORCEINLINE uint8 GetMaxMagazineCount() { return MaxMagazineCount; } //최대 탄 수
재장전 관련 함수 생성
- bool CanReload()
- void Reload()
변수 생성 private:
- float CurrSpreadRadius
- float LastAddSpreadTime
- uint8 CurrentMagazineCount
CWeapon.cpp
#include "Weapons/CWeapon.h" #include "Global.h" #include "CBullet.h" #include "Character/CPlayer.h" #include "Components/SkeletalMeshComponent.h" #include "Components/TimelineComponent.h" #include "Components/DecalComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Camera/CameraComponent.h" #include "Camera/CameraShake.h" #include "Materials/MaterialInstanceConstant.h" #include "Particles/ParticleSystem.h" #include "Widgets/CUserWidget_CrossHair.h" void FWeaponAimData::SetData(ACharacter* InOwner) { USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner); springArm->TargetArmLength = TargetArmLength; springArm->SocketOffset = SocketOffset; springArm->bEnableCameraLag = bEnableCameraLag; } void FWeaponAimData::SetDataByNoneCurve(ACharacter* InOwner) { USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner); springArm->TargetArmLength = TargetArmLength; springArm->SocketOffset = SocketOffset; springArm->bEnableCameraLag = bEnableCameraLag; UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(InOwner); camera->FieldOfView = FieldOfView; //curve를 이용하여 FieldOfView를 만들어준다. } /////////////////////////////////////////////////////////////////////////////// ACWeapon::ACWeapon() { PrimaryActorTick.bCanEverTick = true; CHelpers::CreateComponent<USceneComponent>(this, &Root, "Root"); CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Mesh, "Mesh", Root); CHelpers::CreateActorComponent<UTimelineComponent>(this, &Timeline, "Timeline"); //CurveFloat CHelpers::GetAsset<UCurveFloat>(&AimCurve, "CurveFloat'/Game/Character/Weapons/Curve_Aim.Curve_Aim'"); CHelpers::GetAsset<UMaterialInstanceConstant>(&HitDecal, "MaterialInstanceConstant'/Game/Materials/M_Decal_Inst.M_Decal_Inst'"); CHelpers::GetAsset<UParticleSystem>(&HitParticle, "ParticleSystem'/Game/Effects/P_Impact_Default.P_Impact_Default'"); CHelpers::GetAsset<UParticleSystem>(&FlashParticle, "ParticleSystem'/Game/Effects/P_Muzzleflash.P_Muzzleflash'"); CHelpers::GetAsset<UParticleSystem>(&EjectParticle, "ParticleSystem'/Game/Effects/P_Eject_bullet.P_Eject_bullet'"); CHelpers::GetAsset<USoundWave>(&FireSound, "SoundWave'/Game/Sounds/S_RifleShoot.S_RifleShoot'"); CHelpers::GetClass<ACBullet>(&BulletClass, "Blueprint'/Game/Weapons/BP_CBullet.BP_CBullet_C'"); } void ACWeapon::BeginPlay() { Super::BeginPlay(); Owner = Cast<ACPlayer>(GetOwner()); if (HolsterSocketName.IsValid()) CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName); BaseData.SetDataByNoneCurve(Owner); if(!!AimCurve) { FOnTimelineFloat timeline; timeline.BindUFunction(this, "OnAiming"); Timeline->AddInterpFloat(AimCurve, timeline); //이벤트 객체를 다룸. Timeline->SetLooping(false); Timeline->SetPlayRate(AimingSpeed); } if(!!CrossHairClass) { CrossHair = CreateWidget<UCUserWidget_CrossHair, APlayerController>(Owner->GetController<APlayerController>(), CrossHairClass); CrossHair->AddToViewport(); CrossHair->SetVisibility(ESlateVisibility::Hidden); CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment); } CurrMagazineCount = MaxMagazineCount; //현재 탄 수 = 최대 탄 수로 설정하고 시작. } void ACWeapon::Tick(float DeltaTime) { Super::Tick(DeltaTime); if(LastAddSpreadTime >= 0.0f) //쏘고 있었다면 { if(GetWorld()->GetTimeSeconds() - LastAddSpreadTime >= AutoFireInterval + 0.25f) { CurrSpreadRadius = 0.0f; //CrossHair 현재값 LastAddSpreadTime = 0.0f; //마지막으로 추가한 시간 if (!!CrossHair) CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment); } //if } } bool ACWeapon::CanEquip() { bool b = false; //3개 다 false일 때 b = false //3개 중 하나라도 true면 b = true b |= bEquipping; b |= bReload; b |= bFiring; return !b; //b = false일 때 True를 리턴 } void ACWeapon::Equip() { bEquipping = true; if (!!EquipMontage) Owner->PlayAnimMontage(EquipMontage, EquipMontage_PlayRate); } void ACWeapon::Begin_Equip() { if (RightHandSocketName.IsValid()) CHelpers::AttachTo(this, Owner->GetMesh(), RightHandSocketName); } void ACWeapon::End_Equip() { bEquipping = false; if (!!CrossHair) CrossHair->SetVisibility(ESlateVisibility::Visible); } bool ACWeapon::CanUnequip() { bool b = false; b |= bEquipping; b |= bReload; b |= bFiring; return !b; } void ACWeapon::Unequip() { if (HolsterSocketName.IsValid()) CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName); if (!!CrossHair) //무기해제 시 CrossHair가 있으면 CrossHair->SetVisibility(ESlateVisibility::Hidden);//CrossHair 꺼줌 } bool ACWeapon::CanAim() { bool b = false; b |= bEquipping; b |= bReload; b |= bInAim; return !b; } void ACWeapon::Begin_Aim() { bInAim = true; //우리는 생성자 ACWeapon()에서 AimCurve를 가져왔다. if (!!AimCurve) //AimCurve가 있으면 true, 없으면 nullptr이기 때문에 false { Timeline->PlayFromStart(); AimData.SetData(Owner); return; } AimData.SetDataByNoneCurve(Owner); } void ACWeapon::End_Aim() { CheckFalse(bInAim); bInAim = false; if (!!AimCurve) { Timeline->ReverseFromEnd(); BaseData.SetData(Owner); return; } BaseData.SetDataByNoneCurve(Owner); } void ACWeapon::OnAiming(float Output) { UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner); camera->FieldOfView = FMath::Lerp(AimData.FieldOfView, BaseData.FieldOfView, Output); } bool ACWeapon::CanFire() { bool b = false; b |= bEquipping; b |= bReload; b |= bFiring; //발사하고 있는지 return !b; } void ACWeapon::Begin_Fire() { bFiring = true; if(bAutoFire) { GetWorld()->GetTimerManager().SetTimer(AutoFireHandle, this, &ACWeapon::OnFiring, AutoFireInterval, true, 0); return; } OnFiring(); } void ACWeapon::End_Fire() { CheckFalse(bFiring); if(GetWorld()->GetTimerManager().IsTimerActive(AutoFireHandle))//AutoFireHandle이 활성화 있다면 { GetWorld()->GetTimerManager().ClearTimer(AutoFireHandle);//AutoFireHandle 해제 } bFiring = false; } void ACWeapon::OnFiring() { UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner); FVector direction = camera->GetForwardVector(); FTransform transform = camera->GetComponentToWorld(); FVector start = transform.GetLocation() + direction; //눈알 안보다 앞쪽으로 설정하기 때문에 쏘는 방향쪽으로 조금 더해준다. // Cone 모양의 탄착군 형성. 나갈방향(direction). 몇 도로 만들것인가(RecoilAngle). CWeapon_AR4에서 RecoilAngle의 Default값을 설정하였다. direction = UKismetMathLibrary::RandomUnitVectorInConeInDegrees(direction, RecoilAngle); FVector end = transform.GetLocation() + direction * HitDistance; //DrawDebugLine(GetWorld(), start, end, FColor::Red, true, 5); TArray<AActor*> ignores; FHitResult hitResult; UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery1, false, ignores, EDrawDebugTrace::None, hitResult,true); if(hitResult.bBlockingHit) //발사한 LineTrace가 Object에 맞아 Block 충돌이 되었다면 { if (!!HitDecal) { FRotator rotator = hitResult.ImpactNormal.Rotation(); //HitDecal이 붙을 방향(rotator) = 충돌된 곳의 Normal 방향 UDecalComponent* decal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), HitDecal, FVector(5), hitResult.Location, rotator, 10); decal->SetFadeScreenSize(0); } if(!!HitParticle) { //hit된 지점으로부터 최초로 쏜 지점(=나)을 향하도록 설정. FRotator rotator = UKismetMathLibrary::FindLookAtRotation(hitResult.Location, hitResult.TraceStart); //Particle이 충돌위치에서 쏜 위치를 향햐도록 나옴. UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), HitParticle, hitResult.Location, rotator); } } if (!!FlashParticle) //Muzzle에서 나오는 FlashParticle UGameplayStatics::SpawnEmitterAttached(FlashParticle, Mesh, "Muzzle", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset); if (!!EjectParticle) //Eject에서 나오는 EjectParticle. 탄피. UGameplayStatics::SpawnEmitterAttached(EjectParticle, Mesh, "Eject", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset); //muzzleLocation 변수를 소켓으로 만든 muzzle 위치로 잡아준다. FVector muzzleLocation = Mesh->GetSocketLocation("Muzzle"); if (!!FireSound) UGameplayStatics::SpawnSoundAtLocation(GetWorld(), FireSound, muzzleLocation); if(!!CameraShakeClass) { //PlayerCameraManager는 PlayerController에 있으므로 PlayerController를 가져온다. APlayerController* controller = Owner->GetController<APlayerController>(); if (!!controller) controller->PlayerCameraManager->StartCameraShake(CameraShakeClass); } Owner->AddControllerPitchInput(-RecoilRate * UKismetMathLibrary::RandomFloatInRange(0.8f, 1.2f)); if (CurrSpreadRadius <= 1.0f) { //쏘는 동안 계속 CrossHair의 크기를 가산한다. CurrSpreadRadius += SpreadSpeed * GetWorld()->GetDeltaSeconds(); if (!!CrossHair) CrossHair->UpdateSpreadRange(CurrSpreadRadius, MaxSpreadAlignment); } LastAddSpreadTime = GetWorld()->GetTimeSeconds(); //마지막 시간을 저장. Tick에서 이 값을 사용한다. if(!!BulletClass) { FVector location = Mesh->GetSocketLocation("Muzzle_Bullet"); FActorSpawnParameters params; params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //Bullet을 Spawn시킨다. ACBullet* bullet = GetWorld()->SpawnActor<ACBullet>(BulletClass, location, direction.Rotation(), params); if (!!bullet) bullet->Shoot(direction); } if(CurrMagazineCount >= 1) //쏠 때마다 현재 탄 수를 줄여준다. { CurrMagazineCount--; } else { if (CanReload()) Reload(); } } void ACWeapon::ToggleAutoFire() { bAutoFire = !bAutoFire; } bool ACWeapon::CanReload() { bool b = false; b |= bEquipping; b |= bReload; return !b; } void ACWeapon::Reload() { bReload = true; End_Aim(); End_Fire(); if (!!ReloadMontage) //재장전 몽타주가 있다면 Owner->PlayAnimMontage(ReloadMontage, ReloadMontage_PlayRate); //몽타주 애니메이션 플레이 }
CWeapon_AR4
CWeapon_AR4.h
#pragma once #include "CoreMinimal.h" #include "Weapons/CWeapon.h" #include "CWeapon_AR4.generated.h" UCLASS() class U2212_04_API ACWeapon_AR4 : public ACWeapon { GENERATED_BODY() public: ACWeapon_AR4(); };
변경사항 없음.
CWeapon_AR4.cpp
#include "Weapons/CWeapon_AR4.h" #include "Global.h" #include "Components/SkeletalMeshComponent.h" #include "Animation/AnimMontage.h" #include "Camera/CameraShake.h" #include "Widgets/CUserWidget_CrossHair.h" ACWeapon_AR4::ACWeapon_AR4() { USkeletalMesh* mesh; CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/FPS_Weapon_Bundle/Weapons/Meshes/AR4/SK_AR4.SK_AR4'"); Mesh->SetSkeletalMesh(mesh); //Equip { HolsterSocketName = "Rifle_AR4_Holster"; CHelpers::GetAsset<UAnimMontage>(&EquipMontage, "AnimMontage'/Game/Character/Animations/Rifle_Equip_Montage.Rifle_Equip_Montage'"); EquipMontage_PlayRate = 2.0f; RightHandSocketName = "Rifle_AR4_RightHand"; LeftHandLocation = FVector(-32.5f, 15.5f, 7); } //Aim { BaseData.bEnableCameraLag = true; BaseData.TargetArmLength = 200; BaseData.SocketOffset = FVector(0, 50, 15); BaseData.FieldOfView = 90; AimData.bEnableCameraLag = false; AimData.TargetArmLength = 80; AimData.SocketOffset = FVector(0, 55, 10); AimData.FieldOfView = 65; } //Fire { RecoilAngle = 0.75f; CHelpers::GetClass<UMatineeCameraShake>(&CameraShakeClass, "Blueprint'/Game/Weapons/BP_CameraShake_AR4.BP_CameraShake_AR4_C'"); AutoFireInterval = 0.15f; //연사 시간간격 RecoilRate = 0.05f; SpreadSpeed = 2.0f; MaxSpreadAlignment = 2.0f; } //UI { CHelpers::GetClass<UCUserWidget_CrossHair>(&CrossHairClass, "WidgetBlueprint'/Game/Widgets/WB_CrossHair.WB_CrossHair_C'"); } //Magazine { MaxMagazineCount = 30; //최대 탄 수 = 30으로 설정 CHelpers::GetAsset<UAnimMontage>(&ReloadMontage, "AnimMontage'/Game/Character/Animations/Rifle_Reload_Montage.Rifle_Reload_Montage'"); ReloadMontage_PlayRate = 1.5f; } }
Magazine 기본값 추가
- MaxMagazineCount = 30; //최대 탄 수 = 30으로 설정
- CHelpers::GetAsset<UAnimMontage>(&ReloadMontage, "Reload 애니메이션 몽타주 레퍼런스 경로 ");
- ReloadMontage_PlayRate = 1.5f;
CWeaponComponent
CWeaponComponent.h
#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "CWeaponComponent.generated.h" //BlueprintType을 써서 BP에서 공개되게 한다. 추후에 Animation BP에서 다루어야 한다. 추후에 switch로 Weapon Blending을 할 것이다. UENUM(BlueprintType) enum class EWeaponType : uint8 { AR4, AK47, Pistol, Max, }; DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FWeaponTypeChanged, EWeaponType, InPrevType, EWeaponType, InNewType); UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class U2212_04_API UCWeaponComponent : public UActorComponent { GENERATED_BODY() private: UPROPERTY(EditAnywhere, Category = "Settings") TArray<TSubclassOf<class ACWeapon>> WeaponClasses; //Spawn시킬 때 class 타입을 TSubclassOf로 명시해준다. TArray는 그것에 대한 배열이다. UPROPERTY(EditAnywhere, Category = "Settings") TSubclassOf<class UCUserWidget_HUD> HUDClass; public: FORCEINLINE bool IsUnarmedMode() { return Type == EWeaponType::Max; }//Max는 아무것도 선택안한 상황. FORCEINLINE bool IsAR4Mode() { return Type == EWeaponType::AR4; } FORCEINLINE bool IsAK47Mode() { return Type == EWeaponType::AK47; } FORCEINLINE bool IsPistolMode() { return Type == EWeaponType::Pistol; } public: // Sets default values for this component's properties UCWeaponComponent(); protected: // Called when the game starts virtual void BeginPlay() override; public: // Called every frame virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; private: class ACWeapon* GetCurrWeapon();//현재 무기를 리턴 public: void SetUnarmedMode(); void SetAR4Mode(); //void SetAK47Mode(); //void SetPistolMode(); private: void SetMode(EWeaponType InType); void ChangeType(EWeaponType InType); public: void Begin_Equip(); void End_Equip(); public: void Begin_Aim(); void End_Aim(); public: void Begin_Fire(); void End_Fire(); public: bool IsInAim(); FVector GetLeftHandLocation(); public: void ToggleAutoFire(); //연사 토글 public: void Reload(); //재장전 public: FWeaponTypeChanged OnWeaponTypeChanged; private: EWeaponType Type = EWeaponType::Max; //Max는 아무것도 선택안한 상황. private: class ACPlayer* Owner; //플레이어 변수 TArray<class ACWeapon*> Weapons; //무기 배열 변수 class UCUserWidget_HUD* HUD; };
함수 추가
- void Reload();
CWeaponComponent.cpp
#include "Weapons/CWeaponComponent.h" #include "Global.h" #include "CWeapon.h" #include "Character/CPlayer.h" #include "Widgets/CUserWidget_HUD.h" UCWeaponComponent::UCWeaponComponent() { PrimaryComponentTick.bCanEverTick = true; CHelpers::GetClass<UCUserWidget_HUD>(&HUDClass, "WidgetBlueprint'/Game/Widgets/WB_HUB.WB_HUB_C'"); } void UCWeaponComponent::BeginPlay() { Super::BeginPlay(); Owner = Cast<ACPlayer>(GetOwner()); CheckNull(Owner); FActorSpawnParameters params; params.Owner = Owner; params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; //받은 타입을 Spawn 시킨다. for(TSubclassOf<ACWeapon> weaponClass : WeaponClasses) { if(!!weaponClass) { ACWeapon* weapon = Owner->GetWorld()->SpawnActor<ACWeapon>(weaponClass, params);//weaponClass 타입으로 Spawn시킨다. Weapons.Add(weapon); } } if(!!HUDClass) { HUD = CreateWidget<UCUserWidget_HUD, APlayerController>(Owner->GetController<APlayerController>(), HUDClass); HUD->AddToViewport(); //Viewport에 추가 HUD->SetVisibility(ESlateVisibility::Hidden);//숨김 } } // Called every frame void UCWeaponComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); if (!!HUD) { if (!!GetCurrWeapon()) //현재 무기가 있다면 GetCurrWeapon()->IsAutoFire() ? HUD->OnAutoFire() : HUD->OffAutoFire(); //연사 3항 연산자 OnOff 스위치 else //현재 무기가 없다면 HUD->OffAutoFire(); //연사 해제 if(!!GetCurrWeapon()) //현재 무기가 있다면 { uint8 currCount = GetCurrWeapon()->GetCurrMagazineCount(); //현재 무기의 현재 탄 수 uint8 maxCount = GetCurrWeapon()->GetMaxMagazineCount(); //현재 무기의 최대 탄 수 HUD->UpdateMagazine(currCount, maxCount); //HUD에 탄 수 업데이트 } } } ACWeapon* UCWeaponComponent::GetCurrWeapon() { CheckTrueResult(IsUnarmedMode(), nullptr);//IsUnarmedMode가 true면 무기 리턴해줄수 없으므로 nullptr로 리턴 return Weapons[(int32)Type]; //BP의 to int //현재 선택된 Weapon을 리턴해준다. } void UCWeaponComponent::SetUnarmedMode() { CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크 GetCurrWeapon()->Unequip(); //무기 해제 ChangeType(EWeaponType::Max);//현재 무기를 Max로 바꾸어줌(Max는 아무것도 선택안한 상태) HUD->SetVisibility(ESlateVisibility::Hidden);//무기가 없을때 화면에서 숨겨준다. } void UCWeaponComponent::SetAR4Mode() { SetMode(EWeaponType::AR4); } void UCWeaponComponent::SetMode(EWeaponType InType) { if(Type == InType) //현재 무기와 장착하려는 무기가 같은 경우 { SetUnarmedMode(); //무기 장착 해제 return; //무기 장착 해제 후 리턴 } else if (IsUnarmedMode() == false) { CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크 GetCurrWeapon()->Unequip(); //무기 해제 } CheckNull(Weapons[(int32)InType]); //장착될 무기가 있는지 체크 CheckFalse(Weapons[(int32)InType]->CanEquip());//장착될 무기가 장착될 수 있는 상황인지 체크 Weapons[(int32)InType]->Equip(); // 무기 장착 ChangeType(InType); //무기 변경 알려줌 if (!!HUD) HUD->SetVisibility(ESlateVisibility::Visible);//화면에 보이도록 켜줌. } void UCWeaponComponent::ChangeType(EWeaponType InType) { EWeaponType type = Type; Type = InType; //기존의 무기 타입에서 바뀐 무기 타입을 넣어줌. if (OnWeaponTypeChanged.IsBound()) OnWeaponTypeChanged.Broadcast(type, InType);//기존 무기 타입, 바뀐 무기 타입 } void UCWeaponComponent::Begin_Equip() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->Begin_Equip(); } void UCWeaponComponent::End_Equip() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->End_Equip(); } void UCWeaponComponent::Begin_Aim() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->Begin_Aim(); } void UCWeaponComponent::End_Aim() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->End_Aim(); } void UCWeaponComponent::Begin_Fire() { CheckNull(GetCurrWeapon()); CheckFalse(GetCurrWeapon()->CanFire()); GetCurrWeapon()->Begin_Fire(); } void UCWeaponComponent::End_Fire() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->End_Fire(); } bool UCWeaponComponent::IsInAim() { CheckNullResult(GetCurrWeapon(), false); return GetCurrWeapon()->IsInAim(); } FVector UCWeaponComponent::GetLeftHandLocation() { CheckNullResult(GetCurrWeapon(), FVector::ZeroVector); return GetCurrWeapon()->GetLeftHandLocation(); } void UCWeaponComponent::ToggleAutoFire() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->ToggleAutoFire(); } void UCWeaponComponent::Reload() { CheckNull(GetCurrWeapon()); GetCurrWeapon()->Reload(); }
TickComponent에서 탄 수(=총알)를 매 틱 업데이트한다.
- if(!!GetCurrWeapon()) {
uint8 currCount = GetCurrWeapon()->GetCurrMagazineCount(); //현재 무기의 현재 탄 수
uint8 maxCount = GetCurrWeapon()->GetMaxMagazineCount(); //현재 무기의 최대 탄 수
HUD->UpdateMagazine(currCount, maxCount); //HUD에 탄 수 업데이트 }
새롭게 추가한 함수 정의
- void UCWeaponComponent::Reload(); { GetCurrWeapon()->Reload(); }
- Weapon 내에 정의된 void ACWeapon::Reload();함수를 호출한다.
CUserWidget_HUD
CUserWidget_HUD.h
#pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "CUserWidget_HUD.generated.h" UCLASS() class U2212_04_API UCUserWidget_HUD : public UUserWidget { GENERATED_BODY() public: UFUNCTION(BlueprintImplementableEvent) void OnAutoFire(); UFUNCTION(BlueprintImplementableEvent) void OffAutoFire(); public: UFUNCTION(BlueprintImplementableEvent) void UpdateMagazine(uint8 InCurr, uint8 InMax); //현재 탄 수 업데이트 };
현재의 총알 수를 업데이트하는 함수 추가
- void UpdateMagazine(uint8 InCurr, uint8 InMax);
M_Bullet & M_Bullet_Inst 생성
머티리얼 - M_Bullet 생성

M_Bullet

M_Bullet 우클릭 - M_Bullet_Inst 생성
M_Bullet_Inst

Global Scalar Parameter Values
- Metallic: 금속성. 1=금속성 최대. 0=금속성 없음.
- Roughness: 표면 거칠기 정도. Roughness가 높을수록 반사가 적어진다.
Global Vector Parameter
- Emissive: sRGB 사용.
- 언리얼 Emissive의 경우 1을 넘는 값을 사용할 수 있다.
- 언리얼의 경우 1보다 큰 값이면 밖으로 방출한다(=발광한다). 보통 다른 프로그램의 경우 1이 최대값이고 외곽선 안으로만 적용된다.
- Specular: 정반사광
WB_HUD

Update Magazine 이벤트 추가
- 화면에 현재 탄 수/ 최대 탄 수가 표시된다.
Rifle_Reload_Montage

커브 - LeftHand 할당

변곡점 할당: (0, 0), (0.088, 1), (2.0448, 1), (2.8, 0)
(0, 0), (2.0448, 1) 두 점에 탄젠트 할당.
실행화면

연사를 계속할수록 CrossHair가 늘어난다.
총알에 발사함에 따라 탄의 개수가 줄어든다.
Reload의 수행 시 애니메이션 몽타주에서 지정한 LeftHand 커브가 적용되어 왼쪽 손이 총에 자연스럽게 붙는다.
ABP: Animation Blueprint
AN: Blueprint Class AnimNotify
ANS: Blueprint Class - AnimNotifyState
AO: Aim Offset
BP: Blueprint Class
BS: Blend Space
BF: Blueprint Function Library
CS: Matinee Camera Shake
E: Enum 열거형
DT: Data Table
F: 구조체
I: Blueprint Interface
WB: Widget Bluepprint
UE2212_04
Level - LEVEL | |||
Character | Animation | Rifle | |
Unarmed | |||
Rifle_Equip_Montage Rifle_Reload_Montage |
|||
BlendSpaces | AO_Rifle_Aim AO_Rifle_Idle BS_Rifle BS_Rifle_Aim BS_Unarme |
||
Materials |
MaterialLayers |
||
M_UE4Man_Body M_UE4Man_ChestLogo |
|||
Mesh | SK_Mannequin SK_MAnnequin_PhysicsAsset Skel_Mannequin |
||
Textures | UE4_LOGO_CARD UE4_Mannequin__normals UE4_Mannequin_MAT_MASKA UE4Man_Logo_N |
||
Weapons | Elven Bow | ||
Greate Hammer | |||
Sword |
|||
Effects |
Materials | ||
Meshes | |||
Texture | |||
P_Eject_bullet P_Impact_Default P_Muzzleflash |
|||
Environment |
Materials | Textures | |
Meshes | |||
Obstacle | |||
FPS_Weapon_Bundle |
Weapons |
Material | |
Meshes | |||
Textures | |||
Materials | Texture | ||
M_Cursor M_Cursor_Inst M_Decal M_Mesh M_White_Inst M_Red_Inst M_Green_Inst M_Blue_Inst M_UE4Man_Body_Inst M_UE4Man_ChesLogo_Inst |
|||
Meshes | Cone_2 Cube_2 Cylinder_2 Sphere_2 |
||
Player | ABP_Player BP_Player |
||
Sounds | S_RifleShoot | ||
Textures | Crosshair | ||
Weapons |
BP_CameraShake_AR4 BP_CWeapon_AR4 |
||
Widgets | NotoSansKR-Black NotoSansKR-Black_Font WB_CrossHair WB_HUB |
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[UE] 총알 발사 구현하기 (0) | 2023.03.22 |
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