关于UE4里面 touch事件的理解: 注:pressed只在按下的瞬间执行一次,released只在松开的瞬间执行一次,moved在滑动的过程中,一直执行,location是每个事件都会有的,因为三个操作不冲突,所以可以得到需要的location,finger index 是按下几个触摸点的意思(可以理解为按下几根手指头),最大为10 ...
UE_LOG(LogTemp, Log, TEXT("StaticCharacterDelegateProc : %d"), nCode); }voidATPSProjectCharacter::OnBind() {//Bind StaticCharacterDelegate1.BindStatic(StaticDelegateProc);//等价于CharacterDelegate1 = FCharacterDelegate::CreateStatic(StaticDelegateProc);CharacterDelegate2.BindStatic(ATPSProjectCharac...
关于UE4里面 touch事件的理解: 注:pressed只在按下的瞬间执行一次,released只在松开的瞬间执行一次,moved在滑动的过程中,一直执行,location是每个事件都会有的,因为三个操作不冲突,所以可以得到需要的location,finger index 是按下几个触摸点的意思(可以理解为按下几根手指头),最大为10... ...
UE_LOG(LogTemp, Log, TEXT("StaticCharacterDelegateProc : %d"), nCode); }voidATPSProjectCharacter::OnBind() {//Bind StaticCharacterDelegate1.BindStatic(StaticDelegateProc);//等价于CharacterDelegate1 = FCharacterDelegate::CreateStatic(StaticDelegateProc);CharacterDelegate2.BindStatic(ATPSProjectCharac...
* @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ UPROPERTY(BlueprintAssignable, Category="Collision") FActorEndOverlapSignature OnActorEndOverlap; /** Called when the mouse cursor is moved over this actor if mouse ...
Editor settings is moved to Plugins -> SpaceMouse to follow conventions HIDUE is now demoted to a module instead of an entire plugin This repository now only contains the plugin itself which you can also directly submodule now in your code projects if you wish. ...
If the player hasn’t moved out of the attenuation range when the cloud disappears, the sound will cut out. To fix this, you can fade out the sound. 如果玩家没有移动出衰减范围,但是云彩消失了,这时声音将停止。为了解决这个问题,你可以让声音淡出表现。
void ADemoPlayerController::SetNewMoveDestination(const FVector DestLocation) { ServerSetNewMoveDestination(DestLocation); } Finally, in terms of the character class, the only change is really to remove the camera components that we moved to the Player Proxy which I shall leave to you :-p...
When adhering to 2.2, the worst marketplace conflict you can have is if two marketplace assets both have the same Epic sample content. If all your assets are in a project specific folder, including sample content you may have moved into your folder, your project will never break....
if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved) { //现在手指所在坐标 Vector2 temPos1 = Input.GetTouch(0).position; Vector2 temPos2 = Input.GetTouch(1).position; if (isEnlarge(oldPos1, oldPos2, temPos1, temPos2)) ...