FVector BedLocation = BedActor->GetActorLocation(); FRotator BedRotation = BedActor->GetActorRotation(); FVector BedForwardVector = BedActor->GetActorForwardVector(); 步骤2:NPC 移动到床跟前 cpp // 设置目标点 FVector Ta
LastInputVector = TotalRotation.RotateVector(ForwardVector); } //left else { float Alpha = DegreeThreshold / ForwardDeltaDegree; FQuat TotalRotation = FQuat::FindBetweenNormals(LastInputVector, ForwardVector); TotalRotation = FQuat::FastLerp(FQuat::Identity, TotalRotation.Inverse(), Alpha); LastI...
使用添加移动输入 (Add Movement Input)节点。 使用获取控制旋转 (Get Control Rotation)->获取前向向量 (Get Forward Vector)(仅使用 Yaw 偏航角)计算前/后方向。将 IA_Move 的 Action Value Y 连接到缩放值 (Scale Value)。 使用获取控制旋转 (Get Control Rotation)->获取右向向量 (Get Right Vector)(仅...
Rotation.Yaw,0);//get forward vectorconstFVector ForwardDirection =FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);//get right vectorconstFVector RightDirection =FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);//add movementAddMovementInput(ForwardDirection, Movement...
UE5学习笔记(蓝图) 移动相关组件: 子弹:projectile movement component 悬浮物体:Floating Pawn Movement 悬浮Pawn移动组成(都要在修改contorller的基础上进行): Camera(Spring arm) Add Controller Yaw/Pitch Input + Spring Arm设置“使用Pawn控制旋转” Floating Pawn Movement...
在宏中设置Actor旋转set Actor rotation。 设置new rotation旋转参数。 角色运动character movement——获得当前地板信息get current floor——中断Finding Floor result——中断hit result——impact normal地板法线作为“利用zx轴旋转Make Rot From ZX”的Z轴,获取玩家向前向量Get Actor forward vector作为X轴。
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); //获取世界坐标系下向右的值,-1到1 if(APawn* ControlledPawn = GetPawn<APawn>()) { ControlledPawn->AddMovementInput(ForwardDirection, InputAxisVector.Y); ...
AddActorWorldOffset(UKismetMathLibrary::GetForwardVector( UKismetMathLibrary::FindLookAtRotation(SelfLoc, TarLoc)) * MoveSpeed); //获取目标相对于相机的方向(长度为1),乘以预定的移动速度,每帧向目标偏移 } 1. 2. 3. 4. 5. 6. 7. 8. ...
MovementVector = Value.Get<FVector2D>(); if (Controller) { AddMovementInput(GetActorForwardVector(), MovementVector.Y); AddMovementInput(GetActorRightVector(), MovementVector.X); } } void AFirstPersonCharacter::Look(const FInputActionValue& Value) { FVector2D LookAxisVector = ...
getControlRotation() rightDir = FRotator(roll: rot.roll, yaw: rot.yaw).getRightVector() forwardDir = FRotator(yaw: rot.yaw).getForwardVector() self.addMovementInput(rightDir, movementVector.x, false) self.addMovementInput(forwardDir, movementVector.y, false) proc look(value: FInputAction...