UObject不能添加组件,那么在UObject中就没法直接复用封装好特定功能的相关组件完成具体的业务逻辑;最后,UObject层级很高,在完成具体的业务逻辑时能调用相关接口不是很好,如类似于Beginplay、EndPlay、Tick、Delay、Spawn Actor
Delay:延迟执行,多次调用只会执行一次Completed后面的逻辑 信息获取 Get Display Name:获取对象名称 Get Player Pawn:获取制定索引的玩家信息 Get Actor Location:获取当前对象位置 Get Actor Rotation:获取当前对象的旋转信息 Get Control Rotation:获取摄像机的旋转信息 Get Actor Forward Vector:获取当前对象的面朝的方...
GetWorld()->SpawnActor < AActor >(ProjectileClass, SpawnTM, SpawnParams); } // Called every frame void ASCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { ...
2.8 径向力 2.8.1 动画 crouch:蹲 mannequin:人体模型 rig:操纵 radial force:径向力 2.8.2 施法 Skill|RadialForce set active play sound spawn get actor loca 2.8.3 摄像机晃动 get player camera camera shake
Multiplayer Game#43 - Free For All End Game Respawn Delay 31:23 Multiplayer Game#44 - Directional Damage Indicator 54:32 Multiplayer Game#45 - Team DeathMatch 1:03:19 Multiplayer Game#46- Team DeathMatch Lobby 1:43:31 Multiplayer Game#47 - TDM Spawnpoints and Spawing 42:55 Multiplayer Game...
// TODO consider new settings min-building-core-size, building-core-shrinks-with-floors // TODO add material channels // TODO add a delay to rebuilding // TODO refactor panel logic // TODO refactor roof logic // TODO create Templated Container for repition modes // double CumulativeBoxHeight...
Niagara event handler必备receive death/ collision event(不是很准确),再之后的部分可以看作particle spawn,原模块particle spawn所有内容对新发射出来的粒子不起作用, particle update则一直有效。 projectile movement component这是一种能把actor自己按照设定送出去的组件,不需要开set physics,也可以不参与物理引擎计算...
void ULyraHeroComponent::InitializePlayerInput(UInputComponent* PlayerInputComponent) { check(PlayerInputComponent); const APawn* Pawn = GetPawn<APawn>(); if (!Pawn) { return; } const APlayerController* PC = GetController<APlayerController>(); ...
场景中需要放置一个MassSpawner用来生成所有的交通路口Entity,并且需要在MassSpawner的SpawnDataGenerators中需要配置UMassTrafficIntersectionSpawnDataGenerator。 ZoneGraph 路网,包括人行道、机动车道。一个AZoneShape对应一个Zone。FZoneGraphBuilder负责将场景中的AZoneShape转换成数据存储到FZoneGraphStorage。具体构建代码详见:...