继续滑铲自定义事件——调用寻找当前楼层角度和方向函数,当前角度=角度——将F插值于Finterp to(平滑过度),当前=当前角度、目标=角度、delta time=获取场景差量Get world Delta seconds、Interp speed=0.4——判定插值后的角度<3? 角度<3,平地——创建变量“停止滑铲速度”,默认值50——角色速度<停止滑铲速度时,...
这么一看就清晰多了是不是,意思很简单,就是获取在1秒之间角色移动了多少向量,Get World Delta Second是获取时间差值,就是上一帧到下一帧用了多少时间,Velocity和Velocity Last Frame相减就是这两帧之间移动了多少,我们拿这个数值除这个时间差值,就得到了一秒移动的距离向量 那这个理解了我们上面的是不是也就很好理解...
voidUSpringArmComponent::UpdateDesiredArmLocation(boolbDoTrace,boolbDoLocationLag,boolbDoRotationLag,floatDeltaTime){FRotatorDesiredRot=GetTargetRotation();PreviousDesiredRot=DesiredRot;// Get the spring arm 'origin', the target we want to look atFVectorArmOrigin=GetComponentLocation()+TargetOffset;// W...
InputTag.MatchesTagExact(FAuraGameplayTags::Get().InputTag_LMB)){if(GetASC()){GetASC()->AbilityInputTagHeld(InputTag);}return;}if(bTargeting||bShiftKeyDown){if(GetASC()){GetASC()->AbilityInputTagHeld(InputTag);}}else{FollowTime+=GetWorld()->GetDeltaSeconds();if(CursorResult.bBlocking...
FollowTime += GetWorld()->GetDeltaSeconds(); // 用于存储点击位置的数据信息 FHitResult Hit; bool bHitSuccessful = false; //是否成功获取点击位置信息 //bIsTouch是由屏幕触摸回调触发,并在触摸回调内设置其开启关闭,因为鼠标点击和触摸点击逻辑一样,只是获取点击地面位置的函数不一样。
// calculate delta for this frame from the rate information AddControllerYawInput(Value.GetMagnitude() * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); } void AInsideEnhancedInputCharacter::LookUpAtRate(const FInputActionValue& Value)
}voidAMyGameModeBase::Tick(floatDeltaSeconds) { } ③ 调用函数SpawnActor() //在MyGameModeBase.cpp文件voidAMyGameModeBase::BeginPlay() {//调用父类同名函数(Super相当于父类)//Super::BeginPlay();//1.调用函数SpawnActor():GetWorld()->SpawnActor<AActor>();//2.GetWorld()->SpawnActor(AActor:...
voidAPlayerCameraManager::DoUpdateCamera(floatDeltaTime){ FMinimalViewInfo NewPOV = ViewTarget.POV;// update color scale interpolationif(bEnableColorScaleInterp) {floatBlendPct = FMath::Clamp((GetWorld()->TimeSeconds - ColorScaleInterpStartTime) / ColorScaleInterpDuration,0.f,1.0f); ...
MaxLayerId=WindowToDraw->PaintWindow(GetCurrentTime(),GetDeltaTime(),WindowElementList,...); ... bDrawChildWindows = true; } if(bDrawChildWindows){ constTArray >WindowChildren=WindowToDraw->GetChildWindows(); for(int32 ChildIndex= 0;ChildIndex DrawWindowAndChildren(WindowChildren[ChildIndex]...
virtualvoidTickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory,floatDeltaSeconds)override;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector TargetToFollowSelector;UPROPERTY(BlueprintReadOnly, EditAnywhere) FBlackboardKeySelector DistanceToTargetSelector; ...