(使用插件制作VR跳转功能) 08:00 Player预制体的使用(创建VR玩家角色) 03:51 Valve.VR.SteamVR_Action_Boolean.GetState(SteamVR_Input_Sou)(VR手柄按下某按键) 06:24 UIElement脚本加碰撞(使用VR插件制作VR按钮) 06:09 player.trackingOriginTransform.parent=pointedAtTe...( 修改VR插件制作VR载具的制作) 10...
Section-2---1---The-Gameplay-Ability-System---UE5-GAS---Top-Down-RPG 12:15 Section-2---2---The-Main-Parts-of-GAS---UE5-GAS---Top-Down-RPG 08:48 Section-2---3---The-Player-State---UE5-GAS---Top-Down-RPG 04:29 Section-2---4---Ability-System-Component-and-Attribute-...
APlayerStateBase* PlayerStateBase = GetPlayerState<APlayerStateBase>(); check(PlayerStateBase); //检测是否有效,无限会暂停游戏 //从playerState获取ASC和AS AbilitySystemComponent = PlayerStateBase->GetAbilitySystemComponent(); AttributeSet = PlayerStateBase->GetAttributeSet(); //初始化ASC AbilitySystemC...
void UMyUserWidget::SetWidgetController(UObject* InWidgetController) { WidgetController = InWidgetController; WidgetControllerSet(); } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 在WidgetController里面,需要去获取model层的数据。数据在哪,在角色的playerController,playerState,ASC和AS身上。 MyWidgetControll...
For example, base GameMode, Character, PlayerController, GameState, PlayerState, and related Blueprints should live here.This creates a very clear "don't touch these" message for other team members. Non-engineers should have very little reason to enter the Core folder. Following good code ...
if (PlayerController):这是一个条件判断,检查PlayerController是否不为空。 FInputModeUIOnly InputModeData;:这行代码创建了一个FInputModeUIOnly类型的实例InputModeData,这个类用于设置玩家控制器的输入模式。 InputModeData.SetWidgetToFocus(TakeWidget());:这行代码设置InputModeData的焦点小部件为当前菜单。Take...
PointTag.IsValid()){ResetExtensionPoint();RegisterExtensionPoint();FDelegateHandleHandle=GetOwningLocalPlayer<UCommonLocalPlayer>()->CallAndRegister_OnPlayerStateSet(UCommonLocalPlayer::FPlayerStateSetDelegate::FDelegate::CreateUObject(this,&UUIExtensionPointWidget::RegisterExtensionPointForPlayerState)...
For example, base GameMode, Character, PlayerController, GameState, PlayerState, and related Blueprints should live here.This creates a very clear "don't touch these" message for other team members. Non-engineers should have very little reason to enter the Core folder. Following good code ...
in next section we start with user interface As a basic UI for our game we start with widget blueprint basic stuff1. how we can create widget blueprint2. what is an slot and why we should use them3. what is graphics options4. what is render transform5. we talk about texts in ...
(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,DefaultObject="/Script/UMG.Default__WidgetLayoutLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,b...