boolbInGame=false;// Only process mouse down messages if we are not drag/droppingTSharedRef<FSlateUser>SlateUser=GetOrCreateUser(MouseEvent);if(!SlateUser->IsDragDropping()){FReply Reply=FReply::Unhandled();if(0)//if (SlateUser->HasCapture(MouseEvent.GetPointerIndex())){FWidgetPath Mouse...
InstancedStaticMesh->SetCustomDataValue(AllIndex.Num(), 0, this->CurCreateChunkList[i].Key, true); InstancedStaticMesh->SetCustomDataValue(AllIndex.Num(), 1, floats.floatParts.floatPart1, true); InstancedStaticMesh->SetCustomDataValue(AllIndex.Num(), 2, floats.floatParts.floatPart2, tru...
在步进函数中,会向右推进自己的PreviousMarkerIndex还有NextMarkerIndex。PreviousMarkerIndex不仅会向与播放方向相同的方向改变(比如正向播放,那Index就是递增),而且还一定会和领路者刚刚经过的同步标记名字一样。而NextMarkerIndex则是会不断向右步进,直至与这一帧结束时的领路者的位置(即EndPostion)保持一致。 3.陷阱 ...
int32 SlotIndex; //当前进入加载存档界面时,此存档应该显示的用户控件界面。 UPROPERTY() TEnumAsByte<ESaveSlotStatus> LoadSlotStatus; void SetSlotName(const FString& InSlotName); FString GetSlotName() const { return SlotName; }; void SetPlayerName(const FString& InPlayerName); FString GetPlaye...
一开始是一些简单的判断。如果Actor还没有beginPlayer,将不会继续后续的逻辑。 紧随其后的,就是对NewPendingOverlaps数组进行处理,相关代码如下: // first, dispatch any pending overlapsif(GetGenerateOverlapEvents() && IsQueryCollisionEnabled()) {
Whether you’re new to working with Unreal Engine, or just want to know more about game development, this course has something for you.In this course we will cover everything you need to know in order to get started in creating your own game in Unreal Engine. We will teach you all ...
RandIndex = RandomStream.FRandRange(0, RandSet.GetMaxIndex()); BoxRotation.Yaw = RandSet[FSetElementId::FromInteger(RandIndex)]; } else { BoxRotation.Yaw = mBoxOptions.ZRotation; } } BoxTransform.SetRotation(FQuat(BoxRotation)); auto BS = BoxBounds.GetSize(); auto BC = BoxBounds.Get...
CustomProperties Pin (PinId=B98677E14AAC66A419EF1186649FAF09,PinName="PlayerIndex",PinType.PinCategory="int",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType...
#include <sdk/APlayerController.hpp> #include <sdk/USceneComponent.hpp> #include "UObjectHook.hpp" #include "VR.hpp" @@ -507,16 +508,99 @@ namespace uobjecthook { return get_first_object_by_class((UEVR_UClassHandle)c, allow_default); } UEVR_UObjectHookMotionControllerStateHandle get...
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