Get Socket Location 获取 骨骼节点位置 GetActorRoation 获取Actor的旋转 GetForwardVector 根据旋转获取前方 GetRight Vector 根据旋转方向获取右边 GetUpVector 根据旋转方向获取上方 GetRotationXVector 获取x方向 其中Charactor Movement具有 Add Movement Input 增加输入方向 ,一般得到旋转,获取旋转的前方就是正方向,右...
voidASCharacter::PrimaryAttack_TimeElapsed(){FVector HandLocation=GetMesh()->GetSocketLocation("Muzzle_01");FCollisionObjectQueryParams ObjectQueryParams;ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);ObjectQueryParams.AddObjectTypesToQuery(ECC_P...
FVector MuzzleLocation = MeshComponent->GetSocketLocation(MuzzleSocketName); //FVector DirectRotation = MeshComponent->GetSocketRotation(MuzzleSocketName).Vector(); //弹道终点 = 起点+方向 * 10000 FVector TraceEnd = EyeLocation + EyeRotator.Vector() * 10000; //撞击句柄,获取弹道信息 FHitResult Hit...
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...
voidASurCharacter::PrimaryAttack_TimeElapsed(){if(ProjectileClass){// 获取模型右手位置 FVector RightHandLoc = GetMesh()->GetSocketLocation("Muzzle_01"); // 朝向角色方向,在角色的右手位置生成 FTransform SpawnTM = FTransform(GetActorRotation(), RightHandLoc); // 此处设置碰撞检测...
GetScaledAxis(EAxis::Y); AddMovementInput(RightVector, value); } // 左键攻击 void ASurCharacter::PrimaryAttack() { // 获取模型右手位置 FVector RightHandLoc = GetMesh()->GetSocketLocation("Muzzle_01"); // Spawn Transform Matrix, spawn的变换矩阵 // 朝向角色方向,在角色的右手位置生成 F...
this->AddOwnedComponent(C); C->RegisterComponent(); C->SetStaticMesh(TUStaticMesh); C->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f)); C->SetWorldScale3D(FVector(0.8f)); C->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("hand_right_socket")...
删除了QuerySupportedSockets中围绕GetActiveSocketList 的WITH_EDITOR 定义,以便QuerySupportedSockets 的行为在编辑器和非编辑器版本中一致。 重新制作了动画轨迹片段循环逻辑以减少浮点错误问题。 测试 当骨架检测到不一致的层次结构,它将尝试修复。您将会注意到融合骨骼处理时有错误信息。 当该信息弹出时,请重新保存骨架...
SocketName); //获取SocketName并绑定 //设置第三人称摄像机不跟随控制器的旋转 ThirdCamera->bUsePawnControlRotation = false; //初始化第一人称摄像机 FirstCamera = CreateAbstractDefaultSubobject<UCameraComponent>(TEXT("FirstCamera")); FirstCamera->SetupAttachment((USceneComponent*)GetCapsuleComponent())...
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); ...