FindCompoentByClass<ClassName>():同FindCompoentByClass(),没有区别是本地版本的GetComponentByClass<ClassName>() UPhysicsHandleComponent* PhysicsHandle = FindComponentByClass<UPhysicsHandleComponent>(); (Components/ActorComponent.h) GetOwner():获取当前Actor的地址 AActor*Owner=GetOwner(); GetWorld():获...
(3)设置“Get Component Reference”函数 该函数主要作用于查询获取父类蓝图中拥有的全部腿部组件,并设置为“Legs”腿部组件数组 (4)设置“Can Leg Unplant”函数 该函数主要作用于判断是否可以跨步的依据,遍历Legs数组询问是否至少已经有一只脚已经落下了,避免出现两只脚都抬起悬空的情况;假设当前Leg是左腿,只有右腿...
const UAbilitySystemComponent* SourceASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetAvatarActorFromActorInfo()); const FGameplayEffectSpecHandle SpecHandle = SourceASC->MakeOutgoingSpec(DamageEffectClass, GetAbilityLevel(), SourceASC->MakeEffectContext()); const FMyGameplayTags Gameplay...
meta=(BlueprintSpawnableComponent))classGETBPPARAMS_APIUOwnerPropertyRecorder:publicUActorComponent{GENERATED_BODY()public:// Sets default values for this component's propertiesUOwnerPropertyRecorder();protected:UFUNCTION(CallIn
UE中使用AFieldSystemActor来管理场,AFieldSystemActor中的FieldSystemComponent用于创建场。从蓝图的角度看,我们会创建一个继承自AFieldSystemActor的蓝图类来自定义场,如官方示例中的FS_AnchorField_Generic,FS_MasterField以及FS_SleepDisable_Generic 场分为三种 ...
{constFTransform PrevTransform = GetComponentTransform();// If we are the root component we ignore child components. Those children will update their overlaps when we descend into the child tree.// This aids an optimization in MoveComponent.constboolbIgnoreChildren = (MyActor->GetRootComponent()...
(AbilityClass,1, INDEX_NONE,this);12FGameplayAbilitySpecHandle Handle = AbilitySystemComponent->GiveAbility(Spec);1314TObjectPtr<UAbilityOwned> NewAbilityCDO = NewObject<UAbilityOwned>(this, AbilityClass.Get(), FName(TEXT("AbilityCDO")), EObjectFlags::RF_ClassDefaultObject);15NewAbilityCDO->...
StateTree 是一种UE5中新增的通用分层状态机,其组合了行为树中的 选择器(Selectors) 与状态机中的 状态(States) 和 过渡(Transitions) 。用户可以创建...
在Pawn中创建函数从DataAsset中读取配置参数设置头顶的StaticMeshComponent,调用后显示配置成功。 读取DataAsset配置 调用成功 此时我们已经可以实现在编辑器中切换不同的参数,在不改动蓝图逻辑的基础上使上方的StaticMeshComponent呈现不同的缩放值。此时,基础的DataAsset数据驱动已经完成。
For example, InteractionComponent_Overview.6.4.2 Demo LevelIf your project contains assets that should be demoed or come with some sort of tutorial, you must have a map within your project that contains the name "Demo". This level should also contain documentation within it in some form that...