因为可以设置MoveComponentTo执行过程的时长(比如希望物体不要瞬间移动,而是有一个平滑移动或转向的过程,那么设置其中的时间参数),如果希望执行完毕再回调执行某个函数,再设置下回调的函数名,如果该过程没有暂停操作,则需要将Linkage设为0。例如 FLatentActionInfo.ExecutionFunction = "TestCall"; FLatentActionInfo.Link...
9,UKismetSystemLibrary::MoveComponentTo FLatentActionInfo ActionInfo; ActionInfo.CallbackTarget = this; UKismetSystemLibrary::MoveComponentTo(TopDownCameraComponent, Location, Rotation, false, false, 1.f, true, EMoveComponentAction::Move, ActionInfo); 1. 2. 3. 一般用来移动Actor身上的Component,例...
9,UKismetSystemLibrary::MoveComponentTo FLatentActionInfo ActionInfo; ActionInfo.CallbackTarget=this; UKismetSystemLibrary::MoveComponentTo(TopDownCameraComponent, Location, Rotation,false,false,1.f,true, EMoveComponentAction::Move, ActionInfo); 一般用来移动Actor身上的Component,例如CameraComponent等。支持...
UCLASS(abstract,config=Engine)classENGINE_APIUNavMovementComponent:publicUMovementComponent 我们可以通过AIController的MoveTo()函数调用PathFollowingComponent上的一些获取路径位置方法 以下会列出一些重要注释点 FPathFollowingRequestResultAAIController::MoveTo(constFAIMoveRequest&MoveRequest,FNavPathSharedPtr*OutPath){....
UCharacterMovementComponent::ReplicateMoveToServer 做合并包前的准备工作 //获得ClientData ClientData 中存储着时间戳,SaveMoves, FreeMoves, PendingMove等 UCharacterMovementComponent::GetPredictionData_Client_Character ClientData::UpdateTimeStampAndDeltaTime // 更新时间戳 ...
//if bFixedPoint is true, use this location to update. FVector PointLocation; //The current target we are homing towards. Can only be set at runtime (when projectile is spawned or updating). TWeakObjectPtr<USceneComponent> MoveTarget; ...
Automatically registering the component tick and finding a component to move on the owning Actor. 通常MovementComponent控制Actor的RootComponent,在swept移动(非传送式)中,只有UpdatedComponent的碰撞才会被考虑,其它attached的Components的碰撞不考虑,直接设置到最终位置。
我使用move co..我使用move component to 来使一个 character从一个点移动到另一个点,可是人物一下子就过去了,我想改变他的移动速度,该怎么写蓝图如题,急等
TWeakObjectPtr<USceneComponent> MoveTarget; //If true, use fixed point to update location; else, use MoveTarget. uint32 bFixedPoint:1; //If true, stop TickComponent uint32 bStop:1; }; UCustomMovementComponent::UCustomMovementComponent(const FObjectInitializer& ObjectInitializer) ...
UPrimitiveComponent::MoveComponentImpl 如果调用MoveComponentImpl返回的hit结果bStartPenetrating是true,需要调用ResolvePenetration解决穿透的问题 ResolvePenetration 上图是俯视图,圆形代表胶囊体,方形是障碍物,胶囊体跟左边的障碍物穿透了,比较直观的解决方法是将它按照左边重叠的绿色箭头拉回,拉回的距离就是上面提到的Pene...