SetupAttachment(GetCapsuleComponent()):将Sprite组件绑定到角色的胶囊体组件(GetCapsuleComponent()),保证精灵与角色的位置同步。 SetCollisionProfileName(CollisionProfileName):设置精灵的碰撞配置,使用CharacterMesh配置,这通常是为了角色与环境的碰撞适配。 SetGenerateOverlapEvents(false):关闭碰撞事件的生成,因为精灵的碰...
>SetCollisionProfileName("WeaponP"); } void AUE53Character::OnAttackEnableChanged(bool Enable) { if (Enable) { LeftAttackBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); RightAttackBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); } else { LeftAttackBox->SetCollisionEnabled...
当角色发生Die时,然后启动物理仿真setSimulate physics,然后设置碰撞。setCollisionPorfileName。 设置profileName为RagDoll。 最后Disable any input from the user after they die。 此时我们就可以在TakeDamage事件后面添加上角色Die事件。 完成这两个事件的配置后,我们需要回到Smasher蓝图中,因为:造成伤害,需要Smasher来...
PrimaryActorTick.bCanEverTick = true; // 我们的根组件是对物理作出反应的球体 USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent")); RootComponent = SphereComponent; SphereComponent->InitSphereRadius(40.0f); SphereComponent->SetCollisionProfileName(TEXT("Pawn...
根据社区回答,打开项目文件夹下config->DefaultEngine.ini文件,我的项目打开并没有[/Script/Engine.CollisionProfile]这一行,如果有直接追加,没有则末尾加上这一行: [/Script/Engine.CollisionProfile] +Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomRespons...
重新导入*文件名(Reimport *filename) 从磁盘上的资产原始位置处重新导入当前资源。 查找源(Find Source) 其他数据(Additional Data) 切换是否绘制与该资产关联的其他用户数据。 烘焙材质(Bake Out Materials) 为给定LOD烘焙材质。 碰撞 添加球体简化碰撞(Sphere Simplified Collision) ...
Regardless of whether an asset is going to be used for collision in a level, all meshes should have proper collision defined. This helps the engine with things such as bounds calculations, occlusion, and lighting. Collision should also be well-formed to the asset....
FCollisionQueryParams TraceParams(FName(TEXT("")), bTraceComplex, this); //射线追踪参数 TraceParams.bReturnPhysicalMaterial = true; //是否返回物体的物理材质信息 //指定要追踪的物理Profile TArray<FName> PhysicalSurfaceNames = { FName(TEXT("Default")), FName(TEXT("Block")) }; bool bHit =...
Regardless of whether an asset is going to be used for collision in a level, all meshes should have proper collision defined. This helps the engine with things such as bounds calculations, occlusion, and lighting. Collision should also be well-formed to the asset....
When you are going to work with collision, you can see the lighting. If the item should cast shadow or not, you can actually remove the shadow and the item will not cast the shadow. Sometimes this is very useful for small items that you can't see anyway. When I click on anoth...