UWorld::SpawnActor(UClass * Class, const UE::Math::TVector<double> * Location, const UE::Math::TRotator<double> * Rotation, const FActorSpawnParameters & SpawnParameters) Line 438 C++ 一次Solve 的流程: voidFPBIKS
void UXXAnimInstance::ModifyRootMotionTransform(FTransform& InoutTransform) { if (bIgnoreMontageRootMotionRotation) { // 如果已缓存旋转,则需要调整位移 if (!RootRotationCache.IsIdentity()) { FVector Translation = InoutTransform.GetTranslation(); Translation = RootRotationCache.RotateVector(Translation)...
AttributeVectorOp 执行与向量相关的计算。 MakeTransformAttribute 生成一个 Transform 类型的 Attribute。BreakTransformAttribute 将一个 Transform 类型转换为 Vector3 类型。 MakeVectorAttribute 生成一个 Vector2 / Vector / Vector4 类型的 Attribute。BreakVectorAttribute 将一个 Vector2 / Vector / Vector4 类型...
在宏中设置Actor旋转set Actor rotation。 设置new rotation旋转参数。 角色运动character movement——获得当前地板信息get current floor——中断Finding Floor result——中断hit result——impact normal地板法线作为“利用zx轴旋转Make Rot From ZX”的Z轴,获取玩家向前向量Get Actor forward vector作为X轴。 使用“R...
FORCEINLINE UTextureRenderTarget2D* GetRTT2D()const{returnthis->mRTT2D; } UFUNCTION(BlueprintCallable)voidCapture(constuint8 PreCaptureFrameNum =2); UFUNCTION(BlueprintCallable)voidCaptureFromLocationAndRotation(constFVector& Location =FVector::ZeroVector,constFRotator& Rotator =FRotator::ZeroRotator,const...
defSpawnActor2(x):world=unreal.EditorLevelLibrary.get_editor_world()actor_object=unreal.load_object(world,'/Game/MeshCenter/2/Geometries/Box001.Box001')actor_location=unreal.Vector(x,0,100)actor_rotation=unreal.Rotator(0.0,0.0,0.0)actor_scale=unreal.Vector(3.0,3.0,3.0)actor=unreal.EditorLevel...
}// Get pixel position in screen spacefloat2GetPixelPosition(FMaterialPixelParameters Parameters)/** Transforms a vector from tangent space to view space */MaterialFloat3TransformTangentVectorToView(FMaterialPixelParameters Parameters, MaterialFloat3 InTangentVector)/** Transforms a vector from local spac...
使用时间轴的数值去创建vector向量 然后使用SetRelativeScale3D来修改角色模型的缩放 然后在模型生成的时候,会发现喜庆的一幕 给投掷物增加角度修改 我们之前设置的石头攻击是带有重力效果的,就是在将石头投掷出去,它会模拟真实的重力效果,会在某些时候无法击中目标,在现实中,我们投掷石头时,会默认将投掷角度向上提升,实...
// get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value.GetMagnitude()); } } void AInsideEnhancedInputCharacter::MoveRight(const FInputActionValue& Value) {
FRotationMatrix(UserPlaySpaceRot):FRotationMatrix::Identity; // Acquire info about the shake we're running, and initialize our transient state. constboolbIsRestarting=State.IsActive(); FCameraShakeInfoActiveInfo; GetShakeInfo(ActiveInfo);