我一直在寻找许多网站,其中说要么使用OnActorBeginOverlap()或OnComponentBeginOverlap()与AddDynamic()功能。然而,当尝试调用OnActorBeginOverlap()时,当我执行BoxCollider->时它不会出现,但是OnComponentBeginOverlap()会出现,但是没有AddDynamic()函数。据我所知,AddDynamic是一个我不太熟悉的宏。OnActorBeginOverlap()...
在关卡编辑器中选择要为其添加事件的“Box_StaticMesh_1” Actor,切换到关卡蓝图编辑器。 右击图表,勾选菜单中的“情境关联”,最上方出现“Add Event for Box Static Mesh 1 ” 项目。展开后,在u碰撞”中找到并选择“添加On Actor begin Overlap”菜单项。
“OnActorBeginOverlap”节点将在指定的Actor与其他Actor重叠的瞬间发生。与OnActorHit不同的是,该事件只发生一次。这之后Actor之间分开再接触的话也不会再发生。 该节点中,除了exec输出项外还预备有 “Other Actor”这一输出项。从这里可以获取对象Actor。
Never Add comment Not a member of Pastebin yet?Sign Up, it unlocks many cool features! C++0.14 KB| None|00 rawdownloadcloneembedprintreport OnActorBeginOverlap.AddDynamic(this,&ACustomTriggerBox::OnTriggerEnter); OnActorEndOverlap.AddDynamic(this,&ACustomTriggerBox::OnTriggerExit); ...
UE4在OnComponentBeginOverlap上铸造OtherActor UE4是指Unreal Engine 4,是一款由Epic Games开发的跨平台游戏引擎。OnComponentBeginOverlap是UE4中的一个事件函数,用于处理碰撞检测中组件开始重叠的情况。在该事件中,可以通过OtherActor参数获取与当前组件重叠的其他物体的引用。 在UE4中,OnComponentBeginOverlap事件常用于处...
可以看到当在服务器调用RPC时,如果actor的所有权是服务器,那调用的函数是notreplicated、server、client时的结果都是在服务器上执行,示例中是在Triggerbox的Overlap事件调用的AddItem,所以AddItem属于Triggerbox,而Triggerbox的所有权是服务器,AddItem都是在服务器上执行的,所以AddItem函数的这几个选项的结果都是一样的。
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitive...
Right-clickonTriggeragain and chooseAdd Event -> Add OnComponentEndOverlap. These two Event nodes should be added to the graph. Drag off theOther Actorpin of the Begin Overlap node and search for and add theCast To FirstPersonCharacternode. ...
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蓝图(blueprint)是一种以C++为编译目标的可视化编程语言,首次出现在虚幻引擎4中,实质上也是为了紧跟...