언리얼 엔진에서 'SpawnActorDeferred'는 액터 클래스의 인스턴스를 생성할 수 있게 해주지만 실제 생성은 현재 프레임 끝까지 지연시킨다. 이것은 한 번에 많은 액터를 생성하고 싶을 때나 액터 생성이 성능 면에서 비용이 많이 드는 경우에 유용할 수 있다.

 

 

 


 

 

Actor Lifecycle

 

 
Characters
  CAnimInstance.h .cpp
CPlayer.h .cpp
Utilities
  CHelpers.h
CLog.h .cpp
Weapons
  CBullet.h .cpp
CMagazine.h .cpp 생성
CWeapon.h .cpp

CWeapon_AR4.h .cpp
CWeaponComponent.h .cpp
Widget
  CUserWidget_CrossHair.h .cpp
CUserWidget_HUD.h .cpp

CGameMode.h .cpp
Global.h
CAnimNotifyState_Equip.h .cpp 
CAnimNotifyState_Reload.h .cpp 생성

 


 

 

 

Spawn Actor Deferred

 

 

 

 

SpawnActorDeferred

  • Unreal C++에만 있는 함수. BP에는 없다.
  • 여기서 함수를 조정하면 Begin Play 이전을 조정할 수 있다.
  • On Construction 전에 실행되기 때문에 Spawn 시킨 후 작업(ex. transform, rotation, etc) 후에OnConstruction과 BeginPlay를 진행할 수 있다.  
  • CWeapon에서 void ACWeapon::Eject_Magazine() 377줄에서 사용하였다.

 

 

 

언리얼 엔진에서 'SpawnActorDeferred'는 액터 클래스의 인스턴스를 생성할 수 있게 해주지만 실제 생성은 현재 프레임 끝까지 지연시킨다. 이것은 한 번에 많은 액터를 생성하고 싶을 때나 액터 생성이 성능 면에서 비용이 많이 드는 경우에 유용할 수 있다.

SpawnActorDeferred를 호출하면 나중에 액터를 생성하는 데 필요한 모든 정보를 포함하는 "deferred spawn" 개체가 생성된다. 이 오브젝트는 내부 대기열에 추가되고, 프레임 끝에서 언리얼 엔진은 대기열을 통과하여 연기된 모든 액터를 생성한다.

'SpawnActorDeferred' 사용의 이점 중 하나는 액터가 실제로 생성되기 전에 추가 설정 또는 구성을 수행할 수 있다는 것이다. 예를 들어 초기 속성을 설정하거나 다른 액터에 연결하거나 특정 장면 구성 요소에 추가할 수 있다. 일부 공통 설정을 모두 공유하지만 일부 개별 사용자 정의가 필요한 많은 수의 액터를 생성해야 할 때 유용하다.

SpawnActorDeferred를 사용하여 지연된 액터를 생성하려면 어느 시점에서 'ProcessDeferredActors' 함수를 호출해야 한다. 지연된 스폰 오브젝트의 내부 대기열을 반복하고 해당 액터를 생성한다.

전반적으로 'SpawnActorDeferred'는 비용이 많이 드는 액터 생성을 더 적절한 순간까지 연기할 수 있게 함으로써 언리얼 엔진 게임이나 애플리케이션의 성능을 최적화하는 강력한 도구가 될 수 있다

 

 

 

 

https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Actors/ActorLifecycle/

 

Actor Lifecycle

What actually happens when an Actor is loaded or spawned, and eventually dies.

docs.unrealengine.com

 

 

 


 

 

 

에셋 추가 및 프로젝트 세팅

 

 


 

 

 

탄창, 가방 에셋 추가, M_Backpack 생성

 

탄창과 가방으로 사용할 에셋을 추가한다.

 

Sketchfab에서 에셋 다운로드

https://sketchfab.com/

 

메터리얼 - M_Backpack 생성

 

M_Backpack

 

 

Backpack 

가방 메터리얼 할당

콜리전 세팅

 

 


 

 

 

SK_AR4_Skeleton

 

 

만약 b_gun_mag을 숨겨주면 아래의 b_gun_mag_bullets도 자동으로 숨겨지게 된다. 하위는 상위의 숨김 설정을 따라간다.

 

아래의 코드의 경우 CWeaponvoid ACWeapon::Eject_Magazine()에서 

Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None);으로 숨겨줄 때 사용한다.

 

 


 

 

Skel_Mannequin

 

소켓 생성 - Rifle_Magazine 생성

 

 


 

 

 

프로젝트 세팅 - 콜리전

 

콜리전 Preset - 새 프로파일 - Magazine 추가

  • 콜리전 켜짐: Collision Enabled(Query and Physics)
  • 오브젝트 유형: WorldDynamic
    • WorldStatic은 블록 연산

 

 

 

CAnimNotifyState_Reload 생성

 

새 C+ 클래스 - CAnimNotifyState_Reload 생성

 

CAnimNotifyState_Reload.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "CAnimNotify_Reload.generated.h"
UENUM()
enum class EReloadActionType : uint8
{
Eject, Spawn, Load, End,
};
UCLASS()
class U2212_04_API UCAnimNotify_Reload : public UAnimNotify
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "Action")
EReloadActionType ActionType;
public:
FString GetNotifyName_Implementation() const override;
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
};

열거형 추가

  • UENUM() enum class EReloadActionType : uint8 { Eject, Spawn, Load, End, };
    • 탄창 분리, 생성, 결합, 재장전끝

 

 

CAnimNotifyState_Reload.cpp

더보기
#include "CAnimNotify_Reload.h"
#include "Global.h"
#include "Weapons/CWeaponComponent.h"
FString UCAnimNotify_Reload::GetNotifyName_Implementation() const
{
return "Reload";
}
void UCAnimNotify_Reload::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
{
Super::Notify(MeshComp, Animation);
CheckNull(MeshComp);
CheckNull(MeshComp->GetOwner());
UCWeaponComponent* weapon = CHelpers::GetComponent<UCWeaponComponent>(MeshComp->GetOwner());
CheckNull(weapon);
switch (ActionType)
{
case EReloadActionType::Eject: weapon->Eject_Magazine(); break;
case EReloadActionType::Spawn: weapon->Spawn_Magazine(); break;
case EReloadActionType::Load: weapon->Load_Magazine(); break;
case EReloadActionType::End: weapon->End_Reload(); break;
}
}

헤더에서 생성한 열거형은 switch문을 활용하여 ActionType 별로 분류하여 

  •  weapon->Eject_Magazine()
  •  weapon->Spawn_Magazine()
  •  weapon->Load_Magazine()
  •  weapon->End_Magazine()

4가지를 상황에 따라 적용한다.

 


 

 

Rifle_Reload_Montage

 

노티파이 추가 - CAnimNotify Reload

  • Reload - Action Type: Eject
  • Reload - Action Type: Spawn
  • Reload - Action Type: Load
  • Reload - Action Type: End
  • 4개의 노티파이를 추가하고 Action Type을 각각 맞게 지정해준다.

 

 


 

 

 

 

 

 

Weapon 세팅

 

 


 

 

CWeaponComponent

 

CWeaponComponent.h

더보기
#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
void Eject_Magazine();
void Spawn_Magazine();
void Load_Magazine();
void End_Reload();
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;
};

탄창 분리, 생성, 결합, 재장전 끝내기 함수 추가

  • void Eject_Magazine();
  • void Spawn_Magazine();
  • void Load_Magazine();
  • void End_Reload();

 

 

CWeaponComponent.cpp

더보기
#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();
}
void UCWeaponComponent::Eject_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Eject_Magazine();
}
void UCWeaponComponent::Spawn_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Spawn_Magazine();
}
void UCWeaponComponent::Load_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Load_Magazine();
}
void UCWeaponComponent::End_Reload()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->End_Reload();
}

탄창 분리, 생성, 결합, 재장전 끝내기 함수 정의. 

  • void UCWeaponComponent::Eject_Magazine() { GetCurrWeapon()->Eject_Magazine(); }
  • void UCWeaponComponent::Spawn_Magazine() { GetCurrWeapon()->Spawn_Magazine(); }
  • void UCWeaponComponent::Load_Magazine() { GetCurrWeapon()->Load_Magazine(); }
  • void UCWeaponComponent::End_Reload() { GetCurrWeapon()->End_Reload(); }

 


 

 

 

CWeapon

 

CWeapon.h

더보기
#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;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
FName MagazineBoneName; //탄창이 숨겨졌다 보이게 바뀌는 BoneName
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
TSubclassOf<class ACMagazine> MagazineClass;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
FName MagazineSocketName;
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();
void Eject_Magazine();
void Spawn_Magazine();
void Load_Magazine();
void End_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
private:
class ACMagazine* Magazine;
};

함수 추가

  • void Eject_Magazine();
  • void Spawn_Magazine();
  • void Load_Magazine();
  • void End_Reload();

 

 

CWeapon.cpp

더보기
#include "Weapons/CWeapon.h"
#include "Global.h"
#include "CBullet.h"
#include "CMagazine.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
}
void ACWeapon::Eject_Magazine()
{
if (MagazineBoneName.IsValid()) //MagazineBoneName이 있다면. CWeapon_AR4에 MagazineBoneName을 설정했다.
Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None); //MagazineBoneName이하를 숨겨준다. 이 때, Physics는 꺼준다.
CheckNull(MagazineClass);
FTransform transform = Mesh->GetSocketTransform(MagazineBoneName);
ACMagazine* magazine = GetWorld()->SpawnActorDeferred<ACMagazine>(MagazineClass, transform, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
magazine->SetEject();
magazine->SetLifeSpan(5);
magazine->FinishSpawning(transform);
}
void ACWeapon::Spawn_Magazine()
{
CheckNull(MagazineClass);
FActorSpawnParameters params;
params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
Magazine = GetWorld()->SpawnActor<ACMagazine>(MagazineClass, params);
CHelpers::AttachTo(Magazine, Owner->GetMesh(), MagazineSocketName);
}
void ACWeapon::Load_Magazine()
{
CurrMagazineCount = MaxMagazineCount;
if (MagazineBoneName.IsValid())
Mesh->UnHideBoneByName(MagazineBoneName);//재장전 후에 MagazineBoneName이하를 보이게 켜준다.
if (!!Magazine)
Magazine->Destroy();
}
void ACWeapon::End_Reload()
{
bReload = false;
}

함수 정의

  • void ACWeapon::Eject_Magazine() {  }
  • void ACWeapon::Spawn_Magazine() {  }
  • void ACWeapon::Load_Magazine() {  }
  • void ACWeapon::End_Reload() {  }

 

 

SpawnActorDeferred 부분 코드 하이라이트

더보기
void ACWeapon::Eject_Magazine()
{
if (MagazineBoneName.IsValid()) //MagazineBoneName이 있다면. CWeapon_AR4에 MagazineBoneName을 설정했다.
Mesh->HideBoneByName(MagazineBoneName, EPhysBodyOp::PBO_None); //MagazineBoneName이하를 숨겨준다. 이 때, Physics는 꺼준다.
CheckNull(MagazineClass);
FTransform transform = Mesh->GetSocketTransform(MagazineBoneName);
ACMagazine* magazine = GetWorld()->SpawnActorDeferred<ACMagazine>(MagazineClass, transform, nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
magazine->SetEject();
magazine->SetLifeSpan(5);
magazine->FinishSpawning(transform);
}

SpawnActorDeferred는 맨 위의 설명 참조

 


 

 

CWeapon_AR4

 

CWeapon_AR4.h

더보기
#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

더보기
#include "Weapons/CWeapon_AR4.h"
#include "Global.h"
#include "CMagazine.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;
MagazineBoneName = "b_gun_mag";
CHelpers::GetClass<ACMagazine>(&MagazineClass, "Blueprint'/Game/Weapons/BP_CMagazine_AR4.BP_CMagazine_AR4_C'");
MagazineSocketName = "Rifle_Magazine";
}
}

Magazine 설정

  • MagazineBoneName = "b_gun_mag";
  • CHelpers::GetClass<ACMagazine>(&MagazineClass, "Blueprint'/Game/Weapons/BP_CMagazine_AR4.BP_ CMagazine_AR4_C'");
  • MagazineSocketName = "Rifle_Magazine";

 

 

CMagazine

 

새 C++ 클래스 - Actor - CMagazine 생성

 

CMagazine.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CMagazine.generated.h"
UCLASS()
class U2212_04_API ACMagazine : public AActor
{
GENERATED_BODY()
private:
UPROPERTY(VisibleAnywhere)
class USceneComponent* Root;
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* Mesh_Full;
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* Mesh_Empty;
public:
ACMagazine();
protected:
virtual void BeginPlay() override;
public:
void SetEject();
private:
bool bEject;
};

함수 

  • void SetEject();

변수 

  • bool bEject;

 

 

CMagazine.cpp

더보기
#include "Weapons/CMagazine.h"
#include "Global.h"
#include "Components/StaticMeshComponent.h"
ACMagazine::ACMagazine()
{
CHelpers::CreateComponent<USceneComponent>(this, &Root, "Root");
CHelpers::CreateComponent<UStaticMeshComponent>(this, &Mesh_Full, "Mesh_Full", Root);
CHelpers::CreateComponent<UStaticMeshComponent>(this, &Mesh_Empty, "Mesh_Empty", Root);
UStaticMesh* mesh;
CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh'/Game/FPS_Weapon_Bundle/SM_AR4_Mag.SM_AR4_Mag'");
Mesh_Full->SetStaticMesh(mesh);
Mesh_Full->SetCollisionProfileName("Magazine");
CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh'/Game/FPS_Weapon_Bundle/SM_AR4_Mag_Empty.SM_AR4_Mag_Empty'");
Mesh_Empty->SetStaticMesh(mesh);
Mesh_Empty->SetCollisionProfileName("Magazine");
}
void ACMagazine::BeginPlay()
{
Super::BeginPlay();
if (bEject == false)
Mesh_Full->SetVisibility(true); //총알이 담겨있는 탄창 보임
}
void ACMagazine::SetEject()
{
//BeginPlay보다 먼저 호출된다.
bEject = true;
Mesh_Full->SetVisibility(false); //총알이 담겨있는 탄창 숨겨줌
Mesh_Empty->SetSimulatePhysics(true);//비어있는 탄창 피직스 켜줌
}

탄창 생성

  • CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh 경로");
  • Mesh_Full->SetStaticMesh(mesh);
  • Mesh_Full->SetCollisionProfileName("Magazine");

 

빈 탄창 생성

  • CHelpers::GetAsset<UStaticMesh>(&mesh, "StaticMesh 경로");
  • Mesh_Empty->SetStaticMesh(mesh);
  • Mesh_Empty->SetCollisionProfileName("Magazine");

 

함수 정의

  • void ACMagazine::SetEject();

 


 

 

실행화면

 

 

 

 

 


 

 

 

 

 

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

Backpack backpact
M_Backpack
 
Weapons
Material  
Meshes  
Textures  
SM_AR4_Mag
SM_AR4_Mag_Empty
   
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_CBullet
BP_CMagazine_AR4
BP_CWeapon_AR4
   
     
Widgets NotoSansKR-Black
NotoSansKR-Black_Font
WB_CrossHair
WB_HUB