如果没有找到对焦的Actor,那就保底对焦屏幕正中心的Actor,使用获取玩家摄像机管理器(Get Player Camera Manager)-> 获取摄像机位置(Get Camera Location)当作起点,获取玩家摄像机管理器(Get Player Camera Manager)-> 获取摄像机旋转(Get Camera Rotation)-> 获取向前向量(Get Forw
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)...
GameplayCameraSystemComponent 用于运行时实际执行摄像机相关逻辑的组件,角色上会类似于原本的CameraComponent,提供GetCameraView()用于得出一个最终的POV。 GameplayCameraSystemActor 绑定PlayerController的一个固定Actor,主要作为承载GameplayCameraSystemComponent的Actor。基本上是使用流程中为了PlayerController而自动创建的。
APlayerCameraManager* CurrentCamera = GetWorld()->GetFirstPlayerController()->PlayerCameraManager; // 方向是摄像机视角的正前方(屏幕正中央),这里不要把手部模型的坐标传入,方向会偏 FVector TraceDirection = CurrentCamera->GetActorForwardVector(); // 起始位置是摄像机的位置 FVector TraceStart = Current...
{if(bCanSeePlayer) {//Start throwing dodgeballsGetWorldTimerManager().SetTimer(ThrowTimerHandle,this, &AEnemyCharacter::ThrowDodgeball, ThrowingInterval,true, ThrowingDelay); }else{//Stop throwing dodgeballsGetWorldTimerManager().ClearTimer(ThrowTimerHandle); ...
GetWorldTimerManager().ClearTimer(LocktionTimerHandle);//清除定时器句柄 } FQuat Rotation; } //寻找锁定目标 void AC_Project_001Character::FindLockedTarget() { HaveTarget = false; double NowLockWeight = 600.0f;//最大锁定范围 AC_BasicNPC* FindC_BasicNPC;//定义指向要获取的对象的指针 ...
GetWorld()->SpawnActor < AActor >(ProjectileClass, SpawnTM, SpawnParams); } // Called every frame void ASCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) ...
CommonUI.DumpInputConfig Outputs the current Input Config for each player CommonUI.VideoPlayer.PreviewStepSize Compat.MAX_GPUSKIN_BONES Max number of bones that can be skinned on the GPU in a single draw call. This setting clamp the per platform project setting URendererSettings::MaxSkinBones...
Camera | | │ |-- CustomCameraManager.cpp | | |-- Development | | │ |-- CustomDeveloperSettings.cpp | | |-- GameModes | | │ |-- CustomGameMode.cpp | | │ |-- ExperienceManagerComponent.cpp | | |-- Input | | │ |-- CustomInputComponent.cpp | | |-- Interaction | | │...