在PlayerControoler下找到这个函数: DeprojectScreenPositionToWorld boolAPlayerController::DeprojectScreenPositionToWorld(floatScreenX,floatScreenY,FVector&WorldLocation,FVector&WorldDirection)const; 只要将屏幕位置传进去就可以获取的基于屏幕位置的世界位置和方向。 那它是怎么实现的呢? boolUGameplayStatics::Deproj...
bool APlayerController::DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector& WorldLocation, FVector& WorldDirection) const; 只要将屏幕位置传进去就可以获取的基于屏幕位置的世界位置和方向。 那它是怎么实现的呢? bool UGameplayStatics::DeprojectScreenToWorld(APlayerController const* Player...
currentLocation = GEngine->GetWorld()->GetLocation(); GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Green, "经度:%f,纬度:%f", currentLocation.X, currentLocation.Y); } // 将经纬度数据设置到地图的定位功能中 if (UWorld* world = GEngine->GetWorld()) { UMap* map = world->GetFi...
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AC_BasicNPC::StaticClass(), FoundActors);//获取场景中所有要获取的对象实例化出来Actor,并加入到TArray数组当中 APlayerController* PlayerController0 = UGameplayStatics::GetPlayerController(GetWorld(), 0);//获取玩家控制器 for (auto Actor : FoundA...
SetWorldLocationAndRotation(CameraModeView.Location, CameraModeView.Rotation); FieldOfView = CameraModeView.FieldOfView; // Fill in desired view. // ... } Step1 调用ULyraCameraComponent::UpdateCameraModes,获取当前处于激活态的CameraMode,并将它更新到CameraModeStack的栈顶。获取激活态的CameraMode的方...
c= CaptureRTT =nullptr; Async(EAsyncExecution::Thread, [factor]() {//延迟一下FPlatformProcess::Sleep(1.0f*factor); GEngine->ForceGarbageCollection(); }); }); FVector location= UGameplayStatics::GetPlayerCameraManager(InWorld,0)->GetCameraLocation(); ...
string GetSaveDataName(int idx) { return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); ...
ActorClass) { AActor* NewActor = Owner->GetWorld()->SpawnActor<AActor>(ActorClass, Location, Rotation); if (NewActor) { // 可以对新生成的Actor进行进一步的操作 } } return 0; } private: AActor* Owner; TSubclassOf<AActor> ActorClass; FVector Location; FRotator Ro...
If it finds one, the starting location of the virtual camera in the virtual world will be the location of this ZEDPawn. 📌 Note : Whether the Set Floor as Origin parameter is enabled or not, the X and Y coordinates origin of the world will be replaced with the X and Y coordinates ...
defSpawnActor2(x):world=unreal.EditorLevelLibrary.get_editor_world()actor_object=unreal.load_object(world,'/Game/MeshCenter/2/Geometries/Box001.Box001')actor_location=unreal.Vector(x,0,100)actor_rotation=unreal.Rotator(0.0,0.0,0.0)actor_scale=unreal.Vector(3.0,3.0,3.0)actor=unreal.EditorLevel...