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...
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...
FindRef(Actor); } 函数ServerReplicateActors_PrioritizeActors用于获取需要复制的Actor并优先级排序,从ConsiderList 列表获取Actor后,在Connection中寻找这个Actor对应的ActorCh,最后放到OutPriorityList中,如果此时ActorCh为Null,存到OutPriorityList中的FActorPriority结构内的Channel也为Null。 //in UNetDriver::Server...
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"))); ...
//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...
Added functionGetActorFromHitResultwhich extracts the hit actor from aFHitResultstruct based on UE's versionPR #650 Added FName utility functionsPR #650: FindFName: wrapper forFName(Name, EFindName.FNAME_Find) AddFName: wrapper forFName(Name, EFindName.FNAME_Add) ...
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。
一、创建过场动画相机 方法一: 1.Cinematic中的Cine Camera Actor 拖拽至场景中摆放好位置。 2.在Sequencer界面将相机关联到Sequencer中,点击Track选择将Actor到Sequencer,细节:世界大纲中选中相机,在关联时显示的首要关联Actor即为选中的,如果没有选中在搜索框搜索也可。 关联后: 注意:像机裁剪轨... ...