最近在研究gameplayTag的使用方法,发现了GetAllActorsOfClassMatchingTagQuery这个节点,在蓝图中怎么弄都不管用,然后经过多方的努力找到了使用方法,在这里分享下,谢谢大家 这个是我蓝图的节点链接方式tick后面链接了一个tag的东西非常简单的打印了actor的名字,这个节点只在蓝图中使用是不行的需要加一个接口才可以,但是...
AC_BasicNPC* FindC_BasicNPC;//定义指向要获取的对象的指针 TArray<AActor*> FoundActors;//存储对象的数组 UGameplayStatics::GetAllActorsOfClass(GetWorld(), AC_BasicNPC::StaticClass(), FoundActors);//获取场景中所有要获取的对象实例化出来Actor,并加入到TArray数组当中 APlayerController* PlayerControl...
\bullet GetSelectedLevel用于获取资源库选择文件夹下的所有场景资源,GetDataFromLevel则用于解析场景资源中的包围盒,网格体以数组的形式输出。其中staticMeshArray记录所有场景中引用到的所有网格体资源,用作后续实现运行神经网络生成网格体的索引到网格体查找列表。refMaxNumArray则记录所有场景下每个静态网格体引用的最大次...
FVector location= UGameplayStatics::GetPlayerCameraManager(InWorld,0)->GetCameraLocation(); FRotator rot= UGameplayStatics::GetPlayerCameraManager(InWorld,0)->GetCameraRotation(); TArray<AActor *>arr_pp; UGameplayStatics::GetAllActorsOfClass(InWorld, APostProcessVolume::StaticClass(), arr_pp)...
Event BeginPlay ├─ Get All Actors Of Class 'YourActorClass' (Return Value) │ └─ Loop Body │ ├─ Set Actor Scale (Target: Loop Body.Actor, New Scale: Vector3(X, Y, Z)) └─ Return Node 在这个示例中,YourActorClass应替换为你想要缩放的Actor的实际类名,X、Y、Z应替换为你想要的...
This is useful for references to other objects and actors who's value isn't known until run-time. This prevents the editor from ever saving a reference to it, and speeds up saving and loading of the blueprint class.Because of this, all transient variables should always be initialized as ...
When a recorded session finish replaying, all vehicles will continue in autopilot, and all pedestrians will stop Fixed a possible crash if an actor is respawned before the episode is ready when a new map is loaded automatically Actors at start of playback could interpolate positions from its cu...
问题(1)【GetAllActorsOfClass】节点里面,dropdown菜单的类名,和灯的名字不一样 问题(2)这次是开关castTo灯,而不是之前的,灯castTo开关,区别在哪? 先研究第一个问题 () 为什么多了一个.xxxxxxx_C呢?不理解 但似乎也没有别的好选择了。改一下灯的名字,然后看看这个下拉菜单(dropdown)里面会不会变。
voidCallFunctionByNameNoParam(UObject*inObj,constFStringinName){UClass*TempClass=inObj->GetClass();UFunction*TempFunc=TempClass->FindFunctionByName(*inName);inObj->ProcessEvent(TempFunc,NULL);} 目标二:通过函数名+Json字符串,调用带参函数
AC_BasicNPC* FindC_BasicNPC;//定义指向要获取的对象的指针 TArray<AActor*> FoundActors;//存储对象的数组 UGameplayStatics::GetAllActorsOfClass(GetWorld(), AC_BasicNPC::StaticClass(), FoundActors);//获取场景中所有要获取的对象实例化出来Actor,并加入到TArray数组当中 ...