`Class.SpawnLocation|SpawnLocations` 、または「spawns」は、`Class.Player` が死亡したときに`Class.Team|Teams` を使用してリスポーンする場所を決定します。彼らは、0> Class.ForceField|Forceフィールド0> を使用
Pet Spawn LocationIf you have 2 or more Cats and Dogs, then maybe this mod is for you.you can place your pets anywhere!Simply set a new location for them via console (even in the town, NPC houses or your teammates' house)!(works with PC + Android)Compatible with 1.5 and 1.6Info...
SpawnLocation, FRotator(0.0f))` 中的模板是为了控制返回值的类型,提供这个接口可以满足“希望返回生...
UWorld* const World = GetWorld(); // get a reference to the world if (World) { // if world exists YourClass* YC = World->SpawnActor<YourClass>(BlueprintVar, SpawnLocation, SpawnRotation); } If you don't know your SpawnLocation or SpawnRotation you can just throw in FVector(0,0,...
respawn-at-home: true # When users die, should EssentialsSpawn respect users' respawn anchors? respawn-at-anchor: true I have the default spawn set to my actual spawn location. spawns: default: world: spawn x: 9.5 y: 58.0 z: 0.5 yaw: -269.9234 pitch: 13.349924 ...
set the spawn to player location 设置产卵到球员位置 set the spawn to player location 设置产卵到球员位置
UWorld* const World = GetWorld(); // get a reference to the world if (World) { // if world exists YourClass* YC = World->SpawnActor<YourClass>(BlueprintVar, SpawnLocation, SpawnRotation); } SpawnActor一般用在非构造函数中,比如BeginPlay()。
If you don't know your SpawnLocation or SpawnRotation you can just throw in FVector(0,0,0) and FRotator(0,0,0) instead. So, since your blueprint base class was also created in C++ this makes it easy to interact with your blueprint from code. It's as simple asYC->SomeVariable = ...
If you don't know your SpawnLocation or SpawnRotation you can just throw in FVector(0,0,0) and FRotator(0,0,0) instead. So, since your blueprint base class was also created in C++ this makes it easy to interact with your blueprint from code. It's as simple asYC->SomeVariable = ...
在我自己的测试中,Spawn Emitter Attached可以让生成的UNiagaraComponent绑定到一个RootComponent上。具体...