FORCEINLINEvoidSetTimer(FTimerHandle&InOutHandle,TFunction<void(void)>&&Callback,floatInRate,boolInbLoop,floatInFirstDelay=-1.f){InternalSetTimer(InOutHandle,FTimerUnifiedDelegate(MoveTemp(Callback)),InRate,InbLoop,InFirstDelay);} 四,使用定时器的易错点 虽然SetTimer 使用起来很方便,但一不小心也容易...
● Branch 分支 ● Delay 延迟 ● Do Once 执行一次 ● Do N 执行N次 ● DoOnce MultiInput 执行一次多次输入输出 ● Filp Flop 翻转 ● Gate 门 ● MultiGate 多门 ● Retriggerable Delay 可触发延迟 ● Sequence 序列 19 它类似于 if else 语句,Condition指的是语句中的判断条件, 20 它用于延迟执行后面...
● Branch 分支 ● Delay 延迟 ● Do Once 执行一次 ● Do N 执行N次 ● DoOnce MultiInput 执行一次多次输入输出 ● Filp Flop 翻转 ● Gate 门 ● MultiGate 多门 ● Retriggerable Delay 可触发延迟 ● Sequence 序列 19 它类似于 if else 语句,Condition指的是语句中的判断条件, 20 它用于延迟执行后面...
添加start delay变量,实现不同方块移动不一样 健康和伤害系统 创建第一个游戏 建造地形 Landscape 布景和风景材料 创建一个material 添加LandscapeLayerblend ->添加layer(Sand,Rock,Grass...) 添加一个material function(Grass) 水体 添加water plugin landscape->enable Edit Layers √ create class-water ocean 添加...
//新增的delay之后调用的函数 void PrimaryAttack_TimeElasped(); protected: FTimerHandle TimerHandle_PrimaryAttack; public: // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInpu...
11BluePrint Function Library (蓝图函数库) 用于封装一系列的函数,可以用来封装一些公用的函数,类似于一个工具类。蓝图函数库里面的函数是全局可见的,意思就是在其他蓝图类中可以直接调用里面的函数。 12BluePrint Interface (蓝图接口) 一个蓝图接口是一个或多个Function的集合,只有函数声明没有具体实现,可以被添加...
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(&Owner), *GetFullNameSafe(&StateTree)); return EStateTreeRunStatus::Failed; } // 如果实例数据无效,则初始化 if (!InstanceData.IsValid()) { const FStateTreeActiveStates Empty; UpdateInstanceData(Empty, Empty); ...
01. we start from very basic stuff like:1. Downloading and installing unreal engine 52. Create different kind of project3. Moving around the scene4. Change objects position in different ways5. Change scale and rotation6. About world space and local spaces7. Use snapping to make our life ea...
{// 如果选择的是终止状态,说明状态执行完成// 记录日志并更改状态STATETREE_LOG(Warning,TEXT("%s: Tree %s at StateTree start on '%s' using StateTree '%s'."),ANSI_TO_TCHAR(__FUNCTION__), NextActiveStates.Last() == FStateTreeStateHandle::Succeeded ?TEXT("succeeded") :TEXT("failed"), *...
Delay, or as a generic fork in code execution like AsyncTask, but not necessarily involving multithreading. Cancellation support has its own page. Generators are caller-controlled and return a variable number of results without having to allocate and go through a temporary TArray. Overview of bu...