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...
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...
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...
OwnerCharacter) return;//get socket locationfor(autoSocketName:TraceSocketNameArr){FVectorSocketLocation=WeaponComponent->GetSocketLocation(SocketName);TraceLocationMap.Add({SocketName,SocketLocation});}}voidUAttackComp::StartTraceDetect(){//以指定...
GetWorldTimerManager().ClearTimer(LocktionTimerHandle);//清除定时器句柄 } FQuat Rotation; } //寻找锁定目标 void AC_Project_001Character::FindLockedTarget() { HaveTarget = false; double NowLockWeight = 600.0f;//最大锁定范围 AC_BasicNPC* FindC_BasicNPC;//定义指向要获取的对象的指针 ...
DrawDebugLine(GetWorld(), StartLocation, EndLocation, FColor::Blue, false, 5.f); DrawDebugPoint(GetWorld(), HitResult.ImpactPoint, 10.f, FColor::Red, false, 5.f); } } ``` 以上是LineTraceMultiByProfile的基本用法,具体可以根据实际需求进行调整。你可以根据自己的需要,指定不同的追踪参数和...
MyActor->SetActorLocation(NewLocation); }); GetWorldTimerManager().SetTimer(TimerHandle, TimerDelegate, UpdateInterval, true); ``` ### 结论 UE5 的 `SetActorLocation` 方法为开发者提供了一个直接且有效的途径来控制场景中演员的位置。合理利用这一方法,并结合碰撞处理和动态更新,可以创造出丰富多样的...
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+"); ...
If a world builder sees these assets in the main project folder, they might use them all over a level not knowing they could be subject to incredible change and/or removal. This causes massive amounts of re-working for everyone on the team to resolve....