타격(hit) 이벤트

This commit is contained in:
강민제 2025-05-01 00:47:51 +09:00
parent 4da7802d04
commit 69d31cd28a
3 changed files with 14 additions and 1 deletions

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@ -15,12 +15,14 @@ AProjectile::AProjectile()
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement")); ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
ProjectileMovement->InitialSpeed = 400.0f; ProjectileMovement->InitialSpeed = 400.0f;
ProjectileMovement->MaxSpeed = 1000.0f; ProjectileMovement->MaxSpeed = 1000.0f;
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned
void AProjectile::BeginPlay() void AProjectile::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
ProjectileMesh->OnComponentHit.AddDynamic(this, &AProjectile::OnHit);
} }
@ -31,3 +33,10 @@ void AProjectile::Tick(float DeltaTime)
} }
void AProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
UE_LOG(LogTemp, Warning, TEXT("HitComp: %s, Other Actor: %s, Other Comp: %s"),
*HitComp->GetName(), *OtherActor->GetName(), *OtherComp->GetName());
}

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@ -31,4 +31,8 @@ private:
// Projectile Movement Component for Shooting // Projectile Movement Component for Shooting
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
class UProjectileMovementComponent* ProjectileMovement; class UProjectileMovementComponent* ProjectileMovement;
// Function for Hit Event
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
}; };