DrawDebugPoint(GetWorld(), LocationOne, 200, FColor(52,220,239), true); DrawDebugSphere(GetWorld(), LocationTwo, 200, 26, FColor(181,0,0), true, -1, 0, 2); DrawDebugCircle(GetWorld(), CircleMatrix, 200, 50, FColor(0,104,167), true, -1, 0, 10); DrawDebugCircle(GetWorld...
Structure:内含1到多个变量的复合数据类型 Break Struct:拆分结构体 Set Members In Struct:设置结构体里各元素的值,在节点Detail面板里选择要修改的元素 Make Struct:设置结构体里各元素的值 结构体数组创建:变量类型选择该结构体,并使其变成数组(阵列) 结构体数组访问:Get(a ref),具体成员变量可通过break访问 结...
FString CombStr=FString::Printf(TEXT("Hit at%s"),*Hit.ImpactPoint.ToString());// 获取世界,位置,打印的内容,需要attach的actor,颜色,持续时间,是否有影子DrawDebugString(GetWorld(),Hit.ImpactPoint,CombStr,nullptr,FColor::Green,2.0f,true); 这样保存编译后进入关卡,就可以看见我们的调试信息,其窗口可...
Add Actor World Transform:添加三值世界 Draw Debug Point:绘制点(生成在物体中心位置) Draw Debug Line:绘制线 Draw Debug Sphere:绘制球模型 Line Trace by Channel:画一条射线 Get Control Rotation:获得当前控制器(角色)的方向 Get Forward Vector:获得前方向 Get Socket Location:获取socket的位置。socke插入骨...
ENGINE_API void DrawDebugPoint(const UWorld* InWorld, FVector const& Position, float Size, FColor const& PointColor, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0); /** Draw directional arrow **/
struct FPoint { GENERATED_BODY() int X = 0; int Y = 0; float Cost = 0; // 花费,越高表示代价越大 int ParentIndex = -1; // 父节点在CloseSet中的索引,即指向上一个点 }; UCLASS( ClassGroup=(PathFinder), meta=(BlueprintSpawnableComponent) ) ...
1.引擎版本DrawDebugLine代码 看不清楚的在网页端Ctrl鼠标滑轮放大网页看 如下动图效果,绘制的debug 线段在生命周期结束后,会被清除掉 3秒过后debug lines被清除 2.应用场景: 假如想要绘制一些线段来表示一条路径或者行动轨迹,但是引擎提供的节点不能使线段永久存在. ...
float distance = FVector::Distance(SelfLocation, TargetLocation); float p = 300.f / distance; DrawDebugPoint(GetWorld(), FMath::Lerp(SelfLocation,Targ
FVector hitPoint = orig + dir * payload->tNear;//UKismetSystemLibrary::DrawDebugPoint(GetWorld(), hitPoint, 1, FColor::Red, 20);UKismetSystemLibrary::DrawDebugLine(GetWorld(), orig, hitPoint,FColor(255,0,0,48),.02f,1.0f);
/** Draw a debug point */ENGINE_APIvoidDrawDebugPoint(constUWorld*InWorld,FVectorconst&Position,floatSize,FColorconst&PointColor,boolbPersistentLines=false,floatLifeTime=-1.f,uint8 DepthPriority=0);/** Draw directional arrow **/ENGINE_APIvoidDrawDebugDirectionalArrow(constUWorld*InWorld,FVector...