c= CaptureRTT =nullptr; Async(EAsyncExecution::Thread, [factor]() {//延迟一下FPlatformProcess::Sleep(1.0f*factor); GEngine->ForceGarbageCollection(); }); }); FVector location= UGameplayStatics::GetPlayerCameraMana
这里可以参考:UE4摄像机系统解析_Jerish_C的博客-CSDN博客_镜头modify 我们采用上文类似的思路,具体分析过程就不展开了,其结论为: PlayerController->PlayerCameraManager->StartCameraShake->CameraModifier_CameraShake->AddCameraShake 即PlayerController通过PlayerCameraManager来执行CameraShake,但具体的CameraShake还是交由...
voidACF_Character::SprintStart(){GetCharacterMovement()->MaxWalkSpeed=SprintSpeed;if(SprintShake&&GetVelocity().Length()!=0){CurrentSprintShake=GetWorld()->GetFirstPlayerController()->PlayerCameraManager->StartCameraShake(SprintShake,1.f);}}voidACF_Character::SprintEnd(){GetCharacterMovement()->M...
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* PlayerController0 = UGameplayStatics::GetPlayerController(GetWorld(), 0);//获取玩家控制器 for (auto Actor : FoundA...
au.Debug.AudioGetDynamicSoundVolume Sorry: Exec commands have no help au.Debug.AudioMemReport Sorry: Exec commands have no help au.Debug.AudioMixerDebugSound Sorry: Exec commands have no help au.Debug.AudioResetAllDynamicSoundVolumes Sorry: Exec commands have no help ...
Camera | | │ |-- CustomCameraManager.h | | |-- Development | | │ |-- CustomDeveloperSettings.h | | |-- GameModes | | │ |-- CustomGameMode.h | | │ |-- ExperienceManagerComponent.h | | |-- Input | | │ |-- CustomInputComponent.h | | |-- Interaction | | │ |-- ...
15 + CameraComp->SetupAttachment(SpringArmComp); 16 + 17 + GetCharacterMovement()->bOrientRotationToMovement = true; 18 + bUseControllerRotationYaw = false; 19 + } 20 + 21 + void ASurCharacter::BeginPlay() 22 + { 23 + Super::BeginPlay(); 24 + } 25 + 26 + // 角色向前移动...
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 ...
PerformTrace用于执行核心功能,lineTrace会对传入的参数进行一次射线检测并返回结果,AimWithPlayerController则是获取玩家视点,从玩家当前的面朝方向进行一次射线检测,ClipCameraRayToAbilityRange的使用目的有点复杂,是因为GASShooter使用了如下的互动逻辑:它使用的实际判断位置并非玩家视点,而是一个处于玩家模型上的socket(在...
现在球来到了PlayerCanRestart函数这,这是GameModeBase基类中的函数,定义玩家是否可以重生。第一次创建角色也是走的重生逻辑。同样的,基类里还会提供玩家的重生点之类的函数。LyraGameMode里重写了该函数,目的是将控制权转移到项目测。 这里启用了ULyraPlayerSpawningManagerComponent类来接管玩家出生相关部分的逻辑。同样接管...