所以比如有这么一个许多新手会遇到的问题,我们要获取场景中的所有某种模型,比如用GetAllActorsOfClass(获取类的所有Actor),这时候不是要获取我们的这个模型资产类(其实也没有这个类),而是要获取“StaticMeshActor”类,然后遍历所有拿到的StaticMeshActor对象下的“StaticMeshComponent”,再拿到它的“StaticMesh”变量值,...
从“Notify Plotter” 节点的输出项引脚拖拽出一条线,连接 “Get All Actors Of Class” 节点。将 “获取类的所有 Actor”(Get All Actors Of Class) 节点的 “Actor Class” 选项设置为 “BP_Plotter”,然后从该节点的 “Out Actors” 引脚处拖拽出一条线,连接 “Get (复制)" 节点。接着,从“Get (复...
BoxCastAll(立方体矩形范围内碰撞检测) 20:24 [RequireComponent](设定刚需组件,自动添加缺少需求组件) 03:57 [DisallowMultipleComponent](单独对象禁用重复脚本) 01:27 OnEnable(脚本激活后执行代码) 01:01 GetComponents<>()(从单个对象获取一堆组件) 03:41 GetComponent<>()(获取组件) 02:00 GetType,typeof,...
这可以通过调用UGameplayStatics::GetAllActorsOfClass方法来实现,或者如果你想要获取所有类型的Actor,可以使用UWorld::GetActors方法。 遍历Actor列表: 使用循环遍历获取到的Actor列表。 查找每个Actor下的组件: 对于每个Actor,我们可以使用AActor::GetComponents方法获取其所有组件,或者使用AActor::GetComponentByClass方法...
UGameplayStatics::GetAllActorsOfClass(InWorld, APostProcessVolume::StaticClass(), arr_pp); APostProcessVolume*PP = Cast<APostProcessVolume>(arr_pp[0]);//arr_ppCaptureRTT->Initilize(size * factor, location, rot,90.0f,200.0f,false,true, PP); ...
二、更加离谱的来了,我没有想到的是,其实Root下面的所有东西都是SceneComponent的子类,这下谁检索到前面谁就是被get_component_by_class提取的对象了,所以我有个Metahuman角色,读到的是GroomComponent,这样当然无法正常工作。我直接就按照get_components_by_class获得所有是SceneComponent的Array,然后set的时候遍历,这至...
save = save + SAVE_SPLITTER + to_string(GetLevel()); //StreamingSnake()->string, 蛇所占的格子, 蛇头位置与方向 //表示方式: 从蛇头开始到蛇尾方向,记录每个部位所在的网格. save = save + SAVE_SPLITTER + StreamingSnake(); //StreamingAppleList(...
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#pragma once #include "WidgetBlueprint.h" #include "Components/Widget.h" #include "Components/HorizontalBox.h" #include "Components/HorizontalBoxSlot.h" #include "WidgetPanel.hpp" class WidgetHorizontalBox : public WidgetPanel<UHorizontalBox> { public: WidgetHorizontalBox(UWidgetBlueprint* WidgetBl...
Logic to intelligently produce components such as "floors" of a building as unique static meshes could provide optimization for runtime assets. Integrating with more sophisticated texturing stragies like UDIM textures automatically. The custom hard surface editor / building editor would resemble the geom...