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.Normalize(); } if (bUseDegreeThreshold && !LastInputVector.IsNearlyZero()) { FVector ForwardVector = CharacterOwner->GetActorForwardVector(); float ForwardCosAngle = FVector::DotProduct(ForwardVector, LastInputVector); float ForwardDeltaDegree = FMath::RadiansToDegrees(FMath::Acos(F...
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...
回到Event Graph, 拖入Fan-->set relative rotation。 右键创建Make Rotator,它的return value是Set Relative Rotation那边的New rotation 右键Rotation的Rotation,split它,再把XYZ分别连去forward,right和up。 093 瞬移门 用和掉落深渊targetpoint一样套路(091) 094 点击事件 创建一个蓝图,命名BP_GetLever,拖入models...
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...
// get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value.GetMagnitude()); } } void AInsideEnhancedInputCharacter::MoveRight(const FInputActionValue& Value) {
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. ...
{//find out which way is forwardconstFRotator Rotation = Controller->GetControlRotation();constFRotator YawRotation(0, Rotation.Yaw,0);//get forward vectorconstFVector ForwardDirection =FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);//get right vectorconstFVector RightDirection =FRotationMatrix...
Vector = Value.Get<FVector2D>(); if (Controller) { AddMovementInput(GetActorForwardVector(), MovementVector.Y); AddMovementInput(GetActorRightVector(), MovementVector.X); } } void AFirstPersonCharacter::Look(const FInputActionValue& Value) { FVector2D LookAxisVector = Value.Get...
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...