在Unreal Engine(UE)中,要查询一个对象身上的组件,可以使用 GetComponentByClass 方法。这个方法可以直接在对象上查询指定类型的组件。以下是一个示例: // 假设我们有一个名为 MyActor 的对象,我们想要查询它身上的 USphereComponent 类型的组件 USphereComponent* SphereComponent = MyActor->GetComponentByClass<USph...
GetComponentByClass<ClassName>():通过类名获取组件,返回指针, FindCompoentByClass<ClassName>():同FindCompoentByClass(),没有区别是本地版本的GetComponentByClass<ClassName>() UPhysicsHandleComponent* PhysicsHandle = FindComponentByClass<UPhysicsHandleComponent>(); (Components/ActorComponent.h) GetOwner():获...
这可以通过调用UGameplayStatics::GetAllActorsOfClass方法来实现,或者如果你想要获取所有类型的Actor,可以使用UWorld::GetActors方法。 遍历Actor列表: 使用循环遍历获取到的Actor列表。 查找每个Actor下的组件: 对于每个Actor,我们可以使用AActor::GetComponents方法获取其所有组件,或者使用AActor::GetComponentByClass方法...
ThisTickFunction);AActor*owner=GetOwner();if(owner){UClass*skeletonClass=USpineSkeletonComponent::StaticClass();USpineSkeletonComponent*skeletonComponent=Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));Update
class RPG_API IPlayerInterface { GENERATED_BODY() // Add interface functions to this class. This is the class that will be inherited to implement this interface. public: UFUNCTION(BlueprintNativeEvent) void AddToXP(int32 InXP); //增加经验 ...
getComponent, getPlaceholder, vaildColumn(prop) { vaildColumn (prop) { return ((this.crud.$refs.dialogColumn || {}).columnIndex || []).includes( prop ); }, menuText(value) { menuText (value) { return this.menuType === "text" ? "text" : value; }, handleDetail(row, column, DIC...
(USkeletalMeshComponent*MeshComp,UAnimSequenceBase*Animation){Super::Notify(MeshComp,Animation);AActor*OwnerActor=MeshComp->GetOwner();if(!OwnerActor)return;UAttackComp*AttackComponent=Cast<UAttackComp>(OwnerActor->GetComponentByClass(UAttackComp::StaticClass()));if(!AttackComponent)return;//组件...
Get(); // 将加载的纹理应用到材质或其他用途 UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(GetComponentByClass(UStaticMeshComponent::StaticClass())); if (MeshComponent && LoadedTexture) { UMaterialInstanceDynamic* DynMaterial = MeshComponent->CreateAndSetMaterialInstanceDynamic(0);...
{ PlayerCharacterOwner->EndClimbByJumpOver(Hit.ImpactPoint); return true; } } return false; } void UR_CharacterMovementComponent::SetRotationToStand() const { const FRotator StandRotation = FRotator(0, UpdatedComponent->GetComponentRotation().Yaw, 0); UpdatedComponent->SetRelativeRotation(Stand...