• [UE4]使用PlayerController获取鼠标点击时的坐标


    1,获取鼠标在当前场景中坐标系统的中的position,加入场景地图的范围是一千平方米,那么这个position的范围也是1000米x1000米。

    注册鼠标事件

    FInputActionBinding &action1 = InputComponent->BindAction("SetDestination", IE_Pressed, this, &AHPlayerController::OnSetDestinationPressed);

    函数实现MoveToMouseCursor(),此函数放在PlayerController::PlayerTick()内调用,重写下PlayerTick():

    void AHPlayerController::MoveToMouseCursor()
    {
        // Trace to see what is under the mouse cursor
        FHitResult Hit;
        GetHitResultUnderCursor(ECC_Visibility, false, Hit);
     
        if (Hit.bBlockingHit)
        {
            // We hit something, move there
            SetNewMoveDestination(Hit.ImpactPoint);
        }
    }

    2,获取鼠标再显示屏内的坐标系统的position。假如屏幕分辨率是1280x720,那么这个position的范围就是(0, 0)到(1280, 720)。PlayerController::GetMousePosition()。

    AHPlayerController* PC = ...
     
    float LocX = 0;
    float LocY = 0;
    PC->GetMousePosition(LocX, LocY);

    3,触屏设备上获取场景内点击的position,其范围与第1种情况相同。

    注册touch事件

    InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AHPlayerController::MoveToTouchLocation);

    函数实现:

    void AHPlayerController::MoveToTouchLocation(const ETouchIndex::Type FingerIndex, const FVector Location)
    {
        FVector2D ScreenSpaceLocation(Location);
     
        // Trace to see what is under the touch location
        FHitResult HitResult;
        GetHitResultAtScreenPosition(ScreenSpaceLocation, CurrentClickTraceChannel, true, HitResult);
        if (HitResult.bBlockingHit)
        {
            // We hit something, move there
            SetNewMoveDestination(HitResult.ImpactPoint);
        }
    }
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  • 原文地址:https://www.cnblogs.com/timy/p/8634227.html
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