经测试,将移动平台的Tick()函数蓝图和C++对比,性能相差5倍。 2.经MovingObject中图元组件的“Generate Overlap Events”功能关闭,可以将移动平台Tick性能提升35%。 使用BPA_CSMovingPlatform属性ForceDisableAll(GenerateOverlapEvents)来关闭MovingObject中图元组件的“Generate Overlap Events”属性。 对固定路线的移动平台...
阻挡会设置为阻挡的两个(或更多)Actor之间自然发生。但是,需要启用模拟生成命中事件(Simulation Generates Hit Events)才能执行事件命中,该功能在蓝图、可破坏物Actor、触发器等处使用。 将Actor设置为重叠往往看起来它们彼此忽略,如果没有生成重叠事件(Generate Overlap Events),则二者基本相同。 对于彼此阻挡的两个或更...
{// Note: BeginComponentOverlap() only triggers overlaps where GetGenerateOverlapEvents() is true on both components.constint32 NumNewPendingOverlaps = NewPendingOverlaps->Num();for(int32 Idx=0; Idx < NumNewPendingOverlaps; ++Idx) { BeginComponentOverlap( (*NewPendingOverlaps)[Idx], bDoNotifi...
Event Level Reset(关卡蓝图中可用):在关卡重启时发出执行信号 Event Actor Begin Overlap: 碰撞事件(输出引脚:Other Actor), 必须允许重叠&& Generate Overlap Events为 true Event Actor End Overlap:两个 Actor 的碰撞重叠停止;它们将分离或其中一个将被销毁 Event Hit: 用于处理碰撞后的各种操作,例如触发特效、...
6.2、BoxComponent的 Generate Overlap Events 设置为false。如果不需要Overlap事件,那么就将该属性设置设置为false,默认为true。当BoxCompont达到一定量级时,开启Generate Overlap Events的性能消耗是关闭情况下的两倍。 6.3、 不需要物理,将 Simulate Physics 设置为false。
在UE编辑器中,选择每个碰撞体组件,然后在属性检查器中启用“Generate Overlap Events”。 编写交互逻辑: 创建一个C++类或蓝图,用于处理碰撞事件。 订阅碰撞事件,例如OnBeginOverlap或OnEndOverlap。 判断区间: 在碰撞事件的处理函数中,你可以获取到触发碰撞的物体的位置。 判断这个位置是否在目标物体的某个特定区间内(...
BoxComponent的 Generate Overlap Events 设置为false。如果不需要Overlap事件,那么就将该属性设置设置为false,默认为true。当BoxCompont达到一定量级时,开启Generate Overlap Events的性能消耗是关闭情况下的两倍。 如果不需要物理,将Simulate Physics设置为false。
このOverlapもコリジョンの Generate Overlap Eventsのチェックを切ると消えます。(ただしOverlapイベント受け取りができません)通常操作の(PlayerControllerの)ポーンでも NavWalkingモードでの移動は可能ですが、NavMeshがない場所(途切れているような場所)へ移動すると通常モードに戻るためあまり意味...
I noticed the “generate overlap events” are enabled as default for the instanced components which is unneeded performance hit. Could manually uncheck that, but better if off as default. As more important question - is the tick set off for the HISMA actor? Worried those could also ...
bGenerateOverlapEventsDuringLevelStreaming = 0x5A bHasDeferredComponentRegistration = 0x5C bHasFinishedSpawning = 0x5C bHasRegisteredAllComponents = 0x5C bHidden = 0x58 bIgnoresOriginShifting = 0x5A bIsEditorOnlyActor = 0x5B bNetCheckedInitialPhysicsState = 0x5B bNetLoadOnClient = 0x59 bNetStart...