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...
>GetComponentByClass(UStaticMeshComponent::StaticClass())); map.Find(parentObj)->Add(itemstatic); } } else { if (attachActors.Num() == 0) { TArray<UPrimitiveComponent*> staticActors; auto itemstatic = Cast<UStaticMeshComponent>(actor->GetComponentByClass(UStaticMeshComponent::StaticClass(...
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...
: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....
{ varskinnedMeshRenderer=GetComponent();if(skinnedMeshRenderer == null) {return; }DependsOn(skinnedMeshRenderer.sharedMesh); boolhasSkinning= skinnedMeshRenderer.bones.Length>0&& skinnedMeshRenderer.sharedMesh.bindposes.Length>0;if(hasSkinning) {Entityentity=GetEntity(TransformUsageFlags.Dynamic);//接收...
123 132 getComponent, 124 133 getPlaceholder, 125 134 enterChange () { 126 135 if (this.enter) this.$emit('enter') 127 - }, 128 - handleChange (val) { 129 - this.$emit('input', val); 130 - this.$emit('change', val) 131 136 } 132 137 } 133 138 } ...
void AWeapon::Fire() { const FTransform MuzzleTransform = MuzzleComponent->GetComponentTransform(); RunWeaponTrace(MuzzleTransform, 5000.0f); if (MuzzleFlashParticleSystem) { UGameplayStatics::SpawnEmitterAttached(MuzzleFlashParticleSystem, MuzzleComponent); } } 上面的代码会产生以下问题: 资产路径硬编...
{ PlayerCharacterOwner->EndClimbByJumpOver(Hit.ImpactPoint); return true; } } return false; } void UR_CharacterMovementComponent::SetRotationToStand() const { const FRotator StandRotation = FRotator(0, UpdatedComponent->GetComponentRotation().Yaw, 0); UpdatedComponent->SetRelativeRotation(Stand...
132 132 getComponent, 133 133 getPlaceholder, 134 134 enterChange () { 135 + if (typeof this.column.enter === 'function') this.column.enter(this.text, this.column) 135 136 if (this.enter) this.$emit('enter') 136 137 } 137 138 } packages/core/components/image-preview...