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...
缓存组件引用: 在蓝图的初始化阶段,获取必要的组件引用并存储在变量中。以后需要使用这些组件时,直接从变量中获取引用,而不是每次都调用GetComponent之类的函数。 缓存计算结果: 对于那些只在特定事件(如游戏开始、级别加载、状态改变等)改变的复杂计算结果,将结果存储在变量中。当这些事件发生时,更新缓存中的结果。 更...
由上,组件里必须有一个统一的当前状态变量,以及对应的统一状态转换函数。 //AttackComp.h//先声明枚举类namespaceCombat_State{enumState{IDLE=0,ATTACK=1,DEFENSE=2,BE_HIT=3,SPATTACK=4,//人物技能,模拟霸体DODGE=5,};}UCLASS(Blueprintable,ClassGroup=(Custom),meta=(BlueprintSpawnableComponent))classSS_AT...
ThisTickFunction);AActor*owner=GetOwner();if(owner){UClass*skeletonClass=USpineSkeletonComponent::StaticClass();USpineSkeletonComponent*skeletonComponent=Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));Update
FRotator YawRotation = RootComponent->GetComponentRotation(); YawRotation.Yaw = YawRotation.Yaw += getMouseX; RootComponent->SetWorldRotation(YawRotation); } if (getMouseWheelAxis != 0) { VelocityMouseForward.X = getMouseWheelAxis * MaxSpeed * MouseMoveSpeed; ...
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...
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);...
the foot location to find the geometry. If the surface is walkable, save the impact location and normal.autoFootLocation{FinalLocation};FootLocation.Z=GetProxyOnAnyThread<FAnimInstanceProxy>().GetComponentTransform().GetLocation().Z;FHitResultHit;GetWorld()->LineTraceSingleByChannel(Hit,FootLocation...
Function*ThisTickFunction){Super::TickComponent(DeltaTime,TickType,ThisTickFunction);AActor*owner=GetOwner();if(owner){UClass*skeletonClass=USpineSkeletonComponent::StaticClass();USpineSkeletonComponent*skeletonComponent=Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));UpdateRenderer(...