3.4 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	
			3.4 KiB
		
	
	
	
	
	
	
	
title, date, excerpt, tags, rating
| title | date | excerpt | tags | rating | 
|---|---|---|---|---|
| 未命名 | 2025-04-06 12:14:25 | ⭐ | 
前言
- UE4.27:https://dev.epicgames.com/documentation/zh-cn/unreal-engine/vehicle-user-guide?application_version=4.27
 - UE5.4:https://dev.epicgames.com/documentation/en-us/unreal-engine/vehicles-in-unreal-engine?application_version=5.4
 
项目结构
- Vehicle蓝图
- Vehicle SkeletalMesh
- Physics Asset
 
 - Vehicle动画资产
 - 多个Wheel Blueprints.
 - TireConfig Data Asset
 
 - Vehicle SkeletalMesh
 
Vehicle c++项目:
- AWheeledVehiclePawn -> AVehiclePawn
- AVehicleOffroadCar
 - AVehicleSportsCar
 
 
c++ Vehicle Template
AVehiclePawn
父类为AWheeledVehiclePawn -> APawn。AVehiclePawn的其他派生类为(C++模版实现类):
- AVehicleOffroadCar:越野车
 - AVehicleSportsCar:跑车
 
UVehicleWheelFront(前轮)& UVehicleWheelRear(后轮)
父类为UChaosVehicleWheel。两者的差别是:
- 轴向类型不同。
 - 前轮的转向角度为40度,默认为50度。
 - 前轮的bAffectedBySteering为true,即受到转向系统影响。
 - 后轮的bAffectedByHandbrake、bAffectedByEngine为true,即受到刹车与发动机影响。
 
UVehicleWheelFront::UVehicleWheelFront()  
{  
    AxleType = EAxleType::Front;  
    bAffectedBySteering = true;  
    MaxSteerAngle = 40.f;  
}
UVehicleWheelRear::UVehicleWheelRear()  
{  
    AxleType = EAxleType::Rear;  
    bAffectedByHandbrake = true;  
    bAffectedByEngine = true;  
}
UVehicleSportsWheel
UVehicleSportsWheelFront::UVehicleSportsWheelFront()  
{  
    WheelRadius = 39.0f;  
    WheelWidth = 35.0f;  
    FrictionForceMultiplier = 3.0f;//摩擦力系数  
  
    MaxBrakeTorque = 4500.0f;//最大制动扭矩  
    MaxHandBrakeTorque = 6000.0f;//最大手制动扭矩
}
UVehicleSportsWheelRear::UVehicleSportsWheelRear()  
{  
    WheelRadius = 40.f;  
    WheelWidth = 40.0f;  
    FrictionForceMultiplier = 4.0f;
    SlipThreshold = 100.0f;//滑动阈值  
    SkidThreshold = 100.0f;//防滑阈值  
    MaxSteerAngle = 0.0f;//最大转向角  
    MaxHandBrakeTorque = 6000.0f;
}
UVehicleOffroadWheel
UVehicleOffroadWheelFront::UVehicleOffroadWheelFront()  
{  
    WheelRadius = 50.0f;  
    CorneringStiffness = 750.0f;//转弯刚度  
    FrictionForceMultiplier = 4.0f;  
    bAffectedByEngine = true;//实现4轮驱动  
  
    SuspensionMaxRaise = 20.0f;//悬挂架最大提升高度(父类是10.0)
    SuspensionMaxDrop = 20.0f;//悬挂力最大下降(父类是10.0)
    WheelLoadRatio = 1.0f;//车轮负载率(父类是0.5)
    SpringRate = 100.0f;//弹簧率(父类是250.0) 
    SpringPreload = 100.0f;//弹簧预紧力(父类是50.0) 
    SweepShape = ESweepShape::Shapecast;  
  
    MaxBrakeTorque = 3000.0f;  
    MaxHandBrakeTorque = 6000.0f;  
}
UVehicleOffroadWheelRear::UVehicleOffroadWheelRear()  
{  
    WheelRadius = 50.f;  
    CorneringStiffness = 750.0f;  
    FrictionForceMultiplier = 4.0f;  
    SuspensionMaxRaise = 20.0f;  
    SuspensionMaxDrop = 20.0f;  
    WheelLoadRatio = 1.0f;  
    SpringRate = 100.0f;  
    SpringPreload = 100.0f;  
    SweepShape = ESweepShape::Shapecast;  
  
    MaxBrakeTorque = 3000.0f;  
    MaxHandBrakeTorque = 6000.0f;  
}
AVehiclePlayerController
父类为APlayerController。
- 添加UI与UI更新逻辑。
 - 绑定增强输入组件。
 - OnPossess()绑定AVehiclePawn。