SetActorLocation 设置Actor的位置,应该是全局位置 GetActorLocation 获取Actor的位置 SetRelativeTransform 设置相对的transform SetLifeSpan 设置Actor存活时间 DestoryActor 删除Actor DestoryComponent 删除组件 Get Owner 获取拥有者 SetVisibility 设置显示或隐藏 GetActorForwardVector 得到Actor的正方向 GetActorRightVector ...
Get Socket Location:获取socket的位置。socke插入骨骼后,要在蓝图中调用引用该骨骼的mesh,再get。 Get Socket Transform Attach To Component:将目标物体绑定到组件 Attach To Actor:将目标物体绑定到actor Get World Delta Seconds:获得世界每秒时间 Play Animation:播放指定动画 Spawn Actor From Class:从Class当中生成...
FVector SocketVec = Mesh->GetSocketLocation(SocketName); FVector ActorVec = GetActorLocation(); FVector StartVec = FVector(SocketVec.X, SocketVec.Y, ActorVec.Z); FVector EndVec = FVector(SocketVec.X, SocketVec.Y, ActorVec.Z - IKCapsuleHalfHeight - TraceDistance); FCollisionQueryParams RV_...
Get Socket Location:获取socket的位置。socke插入骨骼后,要在蓝图中调用引用该骨骼的mesh,再get。Get Socket Transform Attach To Component:将目标物体绑定到组件 Attach To Actor:将目标物体绑定到actor Get World Delta Seconds:获得世界每秒时间 Play Animation:播放指定动画 Spawn Actor From Class:从Class当中生成...
FindRef(SocketName);FVectornewLocation=WeaponComponent->GetSocketLocation(SocketName);if(bUseDebug){...
FRotator EyeRotation; // 角色视线方向 AActor* MyOwner = GetOwner(); // 获取控制角色 // 将玩家视线的位置和方向输出到EyeLocation和EyeRotation MyOwner->GetActorEyesViewPoint(EyeLocation, EyeRotation); // 沿着视线方向,模型的眼睛位置开始1000cm距离的点为终点 FVector End = EyeLocation + (Eye...
Get Socket Location:获取socket的位置。socke插入骨骼后,要在蓝图中调用引用该骨骼的mesh,再get。 Get Socket Transform Attach To Component:将目标物体绑定到组件 Attach To Actor:将目标物体绑定到actor Get World Delta Seconds:获得世界每秒时间 Play Animation:播放指定动画 Spawn Actor From Class:从Class当中生成...
// 获取模型右手位置FVector RightHandLoc=GetMesh()->GetSocketLocation("Muzzle_01");// 检测距离为 5000 cm = 50 mFVector TraceStart=CameraComp->GetComponentLocation();FVector TraceEnd=TraceStart+(GetControlRotation().Vector()*5000);// 检测半径FCollisionShape Shape;Shape.SetSphere(20.0f);// 不...
voidASCharacter::PrimaryAttack_TimeElapsed(){FVector HandLocation=GetMesh()->GetSocketLocation("Muzzle_01");FCollisionObjectQueryParams ObjectQueryParams;ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);ObjectQueryParams.AddObjectTypesToQuery(ECC_...