AActor* ParentActor = MyComponent->GetOwner; 通过GameObject / Actor 访问组件 Unity C#: MyComponent MyComp = gameObject.GetComponent<MyComponent>; 虚幻4 C++: UMyComponent* MyComp = MyActor->FindComponentByClass<UMyComponent>; 查找GameObjects / Actors Unity C#: // Find GameObject by name GameObj...
Find( Obj ); 先在ActorChannel内的ReplicationMap查找是否有这个对象的FObjectReplicator,参数ReplicationMap先不管,忽略。 //in UActorChannel::SetChannelActor NewReplicator = Connection->CreateReplicatorForNewActorChannel(Obj); 在找不到时创建,我们重点看下创建的流程。 TSharedPtr<FObjectReplicator> UNet...
AActor* ParentActor = MyComponent->GetOwner(); 通过GameObject / Actor 访问组件 Unity C#: MyComponent MyComp = gameObject.GetComponent<MyComponent>(); 虚幻4 C++: UMyComponent* MyComp = MyActor->FindComponentByClass<UMyComponent>(); 查找GameObjects / Actors Unity C#: // Find GameObject by n...
1 第一步我们打开【ue4】就可以找到【新建蓝图】按下 2 第二步就可以往下拉单击【新建蓝图】属性 3 第三步就可以找到【Actor】蓝图进行单击新建
//获取Actor上面的相关组件 UBoxComponent* BoxComponent = Cast<UBoxComponent>(AICoverPointsGenerator->GetComponentByClass(UBoxComponent::StaticClass())); //获取类相关属性 UProperty* bDrawDebug = AAICoverPointsGeneratorClass->FindPropertyByName(FName(TEXT("bDrawDebug"))); ...
为了快速在Hierarchical LOD(层次化LOD)版本上进行迭代,现在您可以使用Preview HLOD(预览层次化LOD)选项。这将仅使用Actor边界的可视化表示及其自身没有融合及创建HLOD网格物体的对象创建HLODActor。它们的边界根据为特定Hierarchical LOD(层次化LOD)级别的LODSystem(LOD系统)设置内设置的DrawDistance (描画距离)进行渲染。该...
//获取Actor上面的相关组件 UBoxComponent* BoxComponent = Cast<UBoxComponent>(AICoverPointsGenerator->GetComponentByClass(UBoxComponent::StaticClass())); //获取类相关属性 UProperty* bDrawDebug = AAICoverPointsGeneratorClass->FindPropertyByName(FName(TEXT("bDrawDebug"))); ...
for (TActorIterator<AMyCharacter> ActorItr(GetWorld()); ActorItr; ++ActorItr) { } 注意事项如果用不带GetWorld()的方式遍历,比如这种方式:for (TObjectIterator<AMyCharacter> Itr; Itr; ++Itr) 则当编辑器中打开蓝图后(双击蓝图),该蓝图也会出被遍历出来。不打开则不在遍历范围内。
经过前面的架构拆解,UMG、Actor部分被我们归为View层,但是在实际项目开发中如果不对它们进行统一管理,项目规模达到一定程度后,会遇到我们很难进行修改和拓展,因此我们将之前单例模式中拆解的管理类 UMGManager、ActorManager进行完善,使他们完成对View层统一管理的任务: ActorManager与UMGManager的原理是一样的,我们这次仍...
NetworkManager->IsInLowBandwidthMode() : false; for ( FNetworkObjectInfo* ActorInfo : ConsiderList ) { AActor* Actor = ActorInfo->Actor; UActorChannel* Channel = Connection->FindActorChannelRef( ActorInfo->WeakActor ); // Skip actor if not relevant and theres no channel already. // His...