在BP_Player中,我们添加一个Camera组件,将它的位置设置为(0, 0, 1000),旋转设置为(0, -90, 0),同时将它的水平视野设置为91.5度: 然后,在我们创建的游戏模式中,将Default Pawn Class设置为BP_Player: 此时,运行游戏,我们的游戏窗口设置为1280*720,在我们的游戏窗口中,你应该能看到正确大小的游戏板: 1.3 平...
ClassGroup=(Custom),meta=(BlueprintSpawnableComponent))classSS_ATTACKCOMPONENT_APIUAttackComp:publicUActorComponent{GENERATED_BODY()public:// Sets default values for this component's propertiesUAttackComp();...private:typedef
line =(USplineComponent*)GetComponentByClass(USplineComponent::StaticClass());//line =reinterpret_cast<USplineComponent*>(GetComponentByClass(TSubclassOf<USplineComponent>()));}//根据类获取对象{ ahha = (Ahha*)(UGameplayStatics::GetActorOfClass(GetWorld(),Ahha::StaticClass())); } 动态加载基...
6.获取地形混合图3维数组 ULandscapeComponent* landComponent=Cast<ULandscapeComponent>(land->GetComponentByClass(ULandscapeComponent::StaticClass())); TArray<UTexture2D*> weightTextures = landComponent->WeightmapTextures; ALandscapeProxy*proxy = landComponent->GetLandscapeProxy(); ULandscapeInfo*Landscape...
Get Component By Class Target Component ClassCT_Cmpt_Mount_C Return Value SET CT Cmpt Mount CT Cmpt Mount Get Rider Component Target Rider Cmpt IsValid Input Object Is Valid Is Not Valid Call OnMessage Target Message Other Actor Play Montage In Skeletal Mesh Component Montage To Play...
:is="getComponent({type:column.type,component:column.component})" v-else :column="column" :prop="column.prop" :props="column.props || tableOption.props" :propsHttp="column.propsHttp || tableOption.propsHttp" Expand All @@ -53,7 +54,6 @@ :checked="column.checked" :prepend="column....
<component :is="getComponent" :data="data"></component> <el-collapse v-model="collapse"> <el-collapse-item name="1" title="基本属性"> <el-form-item label="类型"> <el-select v-model="data.type" placeholder="请选择类型" @change="handleChangeType"> <el-option-group v-for="group ...
getComponentAt(int) setDisplayedMnemonicIndexAtpublic void setDisplayedMnemonicIndexAt(int tabIndex, int mnemonicIndex)提供关于文字中哪个字符应该被装饰以表示助记符的外观和感觉的提示。 不是所有的外观和感觉都可以支持这一点。 值为-1表示此选项卡没有助记符,或者您不希望为此选项卡显示助记符。 这个值被更...
auto itemstatic = Cast<UStaticMeshComponent>(actor->GetComponentByClass(UStaticMeshComponent::StaticClass())); if (itemstatic) { staticActors.Add(itemstatic); } map.Add(parentObj, staticActors); } } return map; } TArray<UWorld*> USceneToolHelper::GetAllWorlds(UWorld* world, bool bInclu...
FTransform FinalRootComponentTransform= (RootComponent ? RootComponent->GetComponentTransform() : UserTransform);//see if we need to adjust the transform (i.e. in deferred cases where the caller passes in a different transform here//than was passed in during the original SpawnActor call)if(Root...