白龙DYD 崭露头角 2 如图,以上哪一个才算rootcomponent,是staticmeshcomponent还是下面的选项 童年的琴 小有名气 4 actor组件窗口最上层的组件,scene component及子类对象都可以做root component,可以理解为actor组件树的根节点,图片中就是static mesh component登录...
light2 =CreateDefaultSubobject<UBillboardComponent>(TEXT("l2")); light1->SetupAttachment(rootComp); light2->SetupAttachment(rootComp); light1->SetHiddenInGame(false); light2->SetHiddenInGame(false);staticConstructorHelpers::FObjectFinder<UTexture2D>texAsset(TEXT("Texture2D'/Engine/EditorResourc...
rootComp = CreateDefaultSubobject<USceneComponent>(TEXT("rootComp")); SetRootComponent(rootComp); cameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("cameraComp")); cameraComp->SetupAttachment(rootComp); cameraComp->SetWorldLocation(FVector(-600, 0, 0)); cameraComp->bCameraMeshHiddenIn...
camera1->SetupAttachment(SpringArmCom, USpringArmComponent::SocketName); 弹簧臂 UPROPERTY(VisibleAnywhere) class USpringArmComponent *SpringArmCom; //设置弹簧臂 SpringArmCom = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm")); SpringArmCom->SetupAttachment(RootComponent); SpringArmCom->TargetA...
TemporaryParentActor->SetRootComponent(DynamicMeshComponent); //DynamicMeshComponent->SetupAttachment(TemporaryParentActor->GetRootComponent()); DynamicMeshComponent->RegisterComponent(); TemporaryParentActor->SetActorTransform(WithTransform); //Builder.NewMeshComponent->SetWorldTransform(PlaneFrame.ToFTransform()...
RootComponent = PointLight; } // Called when the game starts or when spawned void AParamDelegateListener::BeginPlay() { Super::BeginPlay(); UWorld* TheWorld = GetWorld(); if (TheWorld != nullptr) { AGameMode* GameMode = Cast<AGameMode>(UGameplayStatics::GetGameMode(TheWorld)); ...
UStaticMeshComponent* smComp =NewObject<UStaticMeshComponent>(this); smComp->SetupAttachment(rootComp); smComp->RegisterComponent(); smComp->SetRelativeScale3D(FVector(1.0f)); smComp->SetRelativeLocation(FVector((j - (int32)height /2) *100, (i - (int32)width /2) *100,0));//判断是...
RootComponent = BuildingMesh; SpawnPoint->AttachToComponent(RootComponent,FAttachmentTransformRules::SnapToTargetIncludingScale); SpawnPoint->SetRelativeLocation(FVector(150,0,0)); GetWorld()->GetTimerManager().SetTimer(SpawnTimerHandle,this, &ANewCreateActor::SpawnUnit, SpawnInterval,true); ...
SetActorEnableCollision(false); } voidAInventoryActor::PutDown(FTransformTargetLocation) { SetActorTickEnabled(true); SetActorHiddenInGame(false); SetActorEnableCollision(true); SetActorLocation(TargetLocation.GetLocation()); } InventoryComponent.h ...
Root_C = CreateDefaultSubobject<USceneComponent>(TEXT("HelloWorld")); RootComponent = Root_C; HealthMesh->AttachToComponent(Root_C, FAttachmentTransformRules::KeepRelativeTransform); } // Called when the game starts or when spawned void AMyActor::BeginPlay() ...