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...
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) ...
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 =...
4.4 All Meshes Must Have CollisionRegardless 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 ...
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....
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) ...
>SetCollisionProfileName(NAME_LyraCharacterCollisionProfile_Capsule);USkeletalMeshComponent*MeshComp=GetMesh();check(MeshComp);MeshComp->SetRelativeRotation(FRotator(0.0f,-90.0f,0.0f));// Rotate mesh to be X forward since it is exported as Y forward.MeshComp->SetCollisionProfileName(NAME_Lyra...