GetAttachedActors 获取Attacheds SetOwner设置拥有者 GetAttach Parent 获取被谁Attach DetachFromActor 不知道干啥的 GetComponentsByClass 获取组件 RenderTarget2d ClearRenderTarget2D 清楚画板 DrawMaterial To render Target 向画布绘制材质 Begin DrawCanvas to Render Target 开始绘制 Draw Material 绘制材质 End Dra...
//获取第一个与指定类型相同的Component UActorComponent* AActor::FindComponentByClass(const TSubclassOf<UActorComponent> ComponentClass) const //获取当前actor的所有component template<class T, class AllocatorType> void GetComponents(TArray<T*, AllocatorType>& OutComponents, bool bIncludeFromChildActors ...
函数“Get Components by Class”有一个Bug,这个蓝图一经拖放出来的“Component Class”就是“ActorComponent”,这时直接编译是会出错的,要重新选择一下其他的“Component Class”然后再选择“Actorcomponent”(也可以直接手动选择一下“Actorcomponent”),再次编译就能通过了。 运行时按“Z”,就会把场景中所有属于“Acto...
#include"Components/StaticMeshComponent.h" AInventoryActor::AInventoryActor():Super() { PrimaryActorTick.bCanEverTick=true; autoMeshAsset =ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'")); if(MeshAsset.Object!=nullptr) { GetStaticMeshComponent()->...
#include"Components/StaticMeshComponent.h" #include"Particles/ParticleSystemComponent.h" #include"Engine/EngineTypes.h" #include"NewCreateActor.generated.h" UCLASS() classNEWTUTORIALPROJECT_APIANewCreateActor :publicAActor { GENERATED_BODY()
UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category="Components")USurAttributeComponent*AttributeComp;2....
EditorLevelUtils::GetWorlds(world, AllWorlds, bIncludeInWorld); } return AllWorlds; } void USceneToolHelper::UniteTerms(UWorld* world) { TArray<UPrimitiveComponent*> primComponents; TArray<FString> packageNames; TArray<AActor*> actors; ...
TArray<UActorComponent*> InstanceComponents 保存着实例化的Components。 Actor与Component的关系 Actor支持拥有一个SceneComponent的层级。每个Actor也拥有一个RootComponent属性,将指定作为Actor根的组件。一个Actor若想可以被放进Level里,就必须实例化USceneComponent* RootComponent。
类型为 StaticmcshComponcntJ J-ComponentsComponentsDefaultSceneRoot命 Static Mesh® Time line J6 TimelinjO这个步骤的意义在于保存场景中蓝图类WORD版本StaticMcsh 的引用*在这个步骤蓝图中,主要是通过gctConiponcntBounds获取模型的中心(重心),不是原点, 通过Get direction Vector这个函数算出原点到中心这个方向,...
if (AllNodes[i]->GetVariableName().ToString().Equals(TEXT("RootComp"))) OutComponents.Add...