打开first_Player的事件图表,右键添加-搜索添加坐标轴事件MoveF和MoveR(不要选择坐标轴值),添加以下五个函数: 函数“添加移动输入”add movement input*2、函数“获取控制旋转”get control rotation 函数“获取向前向量”get forward vector、函数“获取向右向量”get right vector 然后把它们如下图连接起来。 为什么要...
2.3.1 MoveCharacter,实现人物前后左右移动 利用Get Actor Rotation获得当前的Actor的朝向(Roll Pitch Yaw)。然后,利用Get Forward Vector和Get Right Vector获得当前朝向作为基准时,指向Forward的向量和指向Right的向量(均为单位向量)。最后,利用Add Movement Input节点,实现Character朝着向量所知的方向进行移动。 2.3.2...
GetRightVector() * 5.f - FVector::DownVector * 25.f; FVector theRightEnd = theCurrentFloorImpactPoint + theMovementComp->UpdatedComponent-> GetRightVector() * 5.f + FVector::DownVector * 25.f; bool bUpperRightHit = World->SweepSingleByChannel(RightHitResult, theRightStart, theRightEnd...
FVector OwnerForwardVec = ViewRotation.Vector(); FVector OwnerRightVec = UKismetMathLibrary::GetRightVector(ViewRotation); //蓝图可以用Get Unit Direction节点实现 FVector Direction = (TargetLocation - PlayerLocation).GetSafeNormal2D(); //求向量夹角 float DotForwardValue = FVector::DotProduct(Owner...
UPROPERTY(EditAnywhere, Category = "My Pawn|Vector") float MaxSpeed; FORCEINLINE UStaticMeshComponent* GetStaticMeshComponent() { return myStaticMesh; } protected: // Called when the game starts or when spawned virtual void BeginPlay() override; ...
// get right vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); // add movement in that direction AddMovementInput(Direction, Value.GetMagnitude()); } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue); } } void ACollidingPawn::Turn(float AxisValue) { FRotator NewRotation = GetActorRotation(); NewRotation.Yaw += AxisValue; SetActorRotation(NewRotation); } void ACollidingPawn::ParticleToggle() ...
不要选择坐标轴值),添加以下五个函数:函数“添加移动输入”addmovementinput*2、函数“获取控制旋转”getcontrolrotation。函数“获取向前向量”getforwardvector、函数“获取向右向量”getrightvector作者:newrenhttps://www.bilibili.com/read/cv16467297出处:bilibili。
floatVX_right; Grid.GetGridValue(IndexX+1,IndexY,IndexZ,VectorIndex, VX_right); floatVX_left; Grid.GetGridValue(IndexX-1,IndexY,IndexZ,VectorIndex, VX_left); floatVX_up; Grid.GetGridValue(IndexX,IndexY+1,IndexZ,VectorIndex, VX_up); ...
(Scale,AbsolutePosition);} FORCEINLINE FVector2DGetAbsolutePosition()const{returnAccumulatedRenderTransform.TransformPoint(FVector2D::ZeroVector);} FORCEINLINE FVector2DGetAbsoluteSize()const{returnAccumulatedRenderTransform.TransformVector(GetLocalSize());} constFVector2D/*Local*/Size; constfloat/*Absolute*/Scale...