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...
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...
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....
FRotator YawRotation = RootComponent->GetComponentRotation(); YawRotation.Yaw = YawRotation.Yaw += getMouseX; RootComponent->SetWorldRotation(YawRotation); } if (getMouseWheelAxis != 0) { VelocityMouseForward.X = getMouseWheelAxis * MaxSpeed * MouseMoveSpeed; ...
: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....
the foot location to find the geometry. If the surface is walkable, save the impact location and normal.autoFootLocation{FinalLocation};FootLocation.Z=GetProxyOnAnyThread<FAnimInstanceProxy>().GetComponentTransform().GetLocation().Z;FHitResultHit;GetWorld()->LineTraceSingleByChannel(Hit,FootLocation...
{ PlayerCharacterOwner->EndClimbByJumpOver(Hit.ImpactPoint); return true; } } return false; } void UR_CharacterMovementComponent::SetRotationToStand() const { const FRotator StandRotation = FRotator(0, UpdatedComponent->GetComponentRotation().Yaw, 0); UpdatedComponent->SetRelativeRotation(Stand...