我们在场景中放置两个摄像头,每隔一段时间就在两个摄像头之间进行视角切换。文章来源:https://www.toymoban.com/news/detail-517605.html
- 新建一个项目空项目,新键一个空关卡。在关卡中放置两个摄像头Actor,一个就是单独的摄像头组件,另外一个是放在Actor上的摄像头.
- 新建一个摄像头的Actor类,有两个Actor成员变量,用来保存两个相机
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"
UCLASS()
class CHANGECAMERA_API ACameraDirector : public AActor {
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACameraDirector();
UPROPERTY(EditAnywhere)
AActor* CameraOne;
UPROPERTY(EditAnywhere)
AActor* CameraTwo;
float TimeToNextCameraChange;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "CameraDirector.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
ACameraDirector::ACameraDirector() {
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ACameraDirector::BeginPlay() {
Super::BeginPlay();
}
// Called every frame
void ACameraDirector::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
//摄像机停留时间
const float TimeBetweenCameraChanges = 5.0f;
//平滑过渡时间
const float SmoothBlendTime = /*0.75*/2.0f;
TimeToNextCameraChange -= DeltaTime;
if (TimeToNextCameraChange <= 0.0f) {
TimeToNextCameraChange += TimeBetweenCameraChanges;
//获取本机玩家控制器Player0
APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
if (OurPlayerController) {
//GetViewTarget 获取玩家身上的相机Actor
//如果不是摄像机one的话,就直接切花到摄像机one
if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr)) {
//OurPlayerController->SetViewTarget(CameraOne);
OurPlayerController->SetViewTargetWithBlend(CameraOne, SmoothBlendTime);
} else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr)) {
//平滑的切换到摄像机two
OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime, EViewTargetBlendFunction::VTBlend_Linear);
}
}
}
}
- 然后把生成的类放置到场景中,并且给两个成员变量选定场景中的两个摄像头
然后运行就可以看到场景在两个摄像头之间来回切换。
aaa文章来源地址https://www.toymoban.com/news/detail-517605.html
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