#c #unreal-engine4
Вопрос:
Сначала я протестировал следующий код в Blueprint и хотел перевести его на C . Я пытаюсь создать npc с триггерной сферой, которая активирует onOverlap и позволяет Npc уйти в противоположном направлении, откуда пришел игрок. Когда я играю в нереальный редактор и приближаюсь к Npc, он вылетает. Проблема в перемещении из AiController, но я не уверен, почему.
Вот схема (sry, если качество плохое)
Вот файлы AiController файла Npc .h:
#include "CoreMinimal.h"
#include "AIController.h"
#include "SpiderAIController.generated.h"
/**
*
*/
UCLASS()
class SPIDERPROJECT0710_API ASpiderAIController : public AAIController
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
UFUNCTION()
void WalkAway(FVector Location, float Var);
};
в .cpp
#include "SpiderAIController.h"
void ASpiderAIController::BeginPlay()
{
Super::BeginPlay();
}
void ASpiderAIController::WalkAway(FVector Location, float Var)
{
MoveToLocation(Location, Var);
}
Вот файлы Npc:
необходимая часть файла .h
private:
UPROPERTY(VisibleAnywhere, Category = "Switch Components") class USphereComponent* TriggerSphere;
UPROPERTY()
class ASpiderAIController* AIController;
UFUNCTION()
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResultamp; SweepResult);
//UFUNCTION()
//void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};
The cpp file:
#include "SpiderCharacter.h"
#include "Components/SphereComponent.h"
#include "SpiderAIController.h"
// Sets default values
ASpiderCharacter::ASpiderCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
TriggerSphere = CreateDefaultSubobject<USphereComponent>(TEXT("Trigger Sphere"));
TriggerSphere->InitSphereRadius(105.0f);
TriggerSphere->SetCollisionProfileName(TEXT("Trigger"));
TriggerSphere->SetupAttachment(RootComponent);
TriggerSphere->OnComponentBeginOverlap.AddDynamic(this, amp;ASpiderCharacter::OnOverlapBegin);
AIController = Cast<ASpiderAIController>(GetController());
}
void ASpiderCharacter::OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResultamp; SweepResult)
{
if (OtherActor amp;amp; (OtherActor != this) amp;amp; OtherComp)
{
//get Location and Roation of PlayerCharacter
FVector PlayerPosition = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
FRotator PlayerRotation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorRotation();
FVector NewLocation = FVector(PlayerPosition.X -500.f,PlayerPosition.Y - 500.f, PlayerPosition.Z);
float Var = 100.f;
SetActorRotation(PlayerRotation);
AIController->WalkAway(NewLocation, Var);
//SetActorLocation(NewLocation);
UE_LOG(LogTemp,Warning,TEXT("MyCharacter's Location is %s"), *OtherActor->GetName());
}
}
Сообщение об ошибке от Unreal:
LoginId:c4c2e10f47cd9a4f6992fd821aae5406 EpicAccountId:92760ac7ea0e4f249688fd7737d3a55d
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003b0
UE4Editor_AIModule UE4Editor_SpiderProject0710_4739!ASpiderAIController::WalkAway() [C:UsersalexaOneDriveDesktopUdemyUnreal EngineSpiderProject0710SourceSpiderProject0710SpiderAIController.cpp:19]
UE4Editor_SpiderProject0710_4739!ASpiderCharacter::OnOverlapBegin() [C:UsersalexaOneDriveDesktopUdemyUnreal EngineSpiderProject0710SourceSpiderProject0710SpiderCharacter.cpp:62]
UE4Editor_SpiderProject0710_4739!ASpiderCharacter::execOnOverlapBegin() [C:UsersalexaOneDriveDesktopUdemyUnreal EngineSpiderProject0710IntermediateBuildWin64UE4EditorIncSpiderProject0710SpiderCharacter.gen.cpp:38]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Комментарии:
1. Вероятно, здесь
GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
один из объектов не инициализирован, и вы получаете значение null.2. Я тоже так думал, но я могу распечатать местоположение, не получая нулевого значения.
3. Проблема, похоже, в этой строке:
AIController->WalkAway(NewLocation, Var);
. Похоже, это исключение незаконного доступа к памяти, которое, короче говоря, вызывает ошибку сегментации. Происходит доступ к чему-то нулевому. Пожалуйста , проверьте, равно лиAIController
NewLocation
илиVar
равно нулю.
Ответ №1:
Я нашел проблему. Мне нужно было получить PlayerPawn и AiController в BeginPlay, а не в конструкторе класса. Я также переработал код.
npc .h:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "SpiderCharacter.generated.h"
UCLASS()
class SPIDERPROJECT0710_API ASpiderCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ASpiderCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UPROPERTY(VisibleAnywhere, Category = "Switch Components") class USphereComponent* TriggerSphere;
UPROPERTY()
class ASpiderAIController* AIController;
UPROPERTY()
class APawn* PlayerPawn;
UFUNCTION()
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResultamp; SweepResult);
//UFUNCTION()
//void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};
и cpp:
#include "SpiderCharacter.h"
#include "Components/SphereComponent.h"
#include "SpiderAIController.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
ASpiderCharacter::ASpiderCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
TriggerSphere = CreateDefaultSubobject<USphereComponent>(TEXT("Trigger Sphere"));
TriggerSphere->InitSphereRadius(105.0f);
TriggerSphere->SetCollisionProfileName(TEXT("Trigger"));
TriggerSphere->SetupAttachment(RootComponent);
TriggerSphere->OnComponentBeginOverlap.AddDynamic(this, amp;ASpiderCharacter::OnOverlapBegin);
}
// Called when the game starts or when spawned
void ASpiderCharacter::BeginPlay()
{
Super::BeginPlay();
AIController = Cast<ASpiderAIController>(GetController());
PlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
//UE_LOG(LogTemp,Warning,TEXT("MyCharacter is %s"), *PlayerPawn->GetName());
}
// Called every frame
void ASpiderCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ASpiderCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
//Overlap Function
void ASpiderCharacter::OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResultamp; SweepResult)
{
if (OtherActor amp;amp; (OtherActor != this) amp;amp; OtherComp)
{
//get Location and Roation of PlayerCharacter
//FVector PlayerPosition = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
//FRotator PlayerRotation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorRotation();
FVector PlayerPosition = PlayerPawn->GetActorLocation();
FRotator PlayerRotation = PlayerPawn->GetActorRotation();
FVector NewLocation = FVector(PlayerPosition.X -500.f,PlayerPosition.Y - 500.f, PlayerPosition.Z);
float Var = 100.f;
SetActorRotation(PlayerRotation);
AIController->WalkAway(NewLocation, Var);
//SetActorLocation(NewLocation);
UE_LOG(LogTemp,Warning,TEXT("MyCharacter's Location is %s"), *OtherActor->GetName());
}
}