在PlayerControoler下找到这个函数: DeprojectScreenPositionToWorld boolAPlayerController::DeprojectScreenPositionToWorld(floatScreenX,floatScreenY,FVector&WorldLocation,FVector&WorldDirection)const; 只要将屏幕位置传进去就可以获取的基于屏幕位置的世界位置和方向。 那它是怎么实现的呢? boolUGameplayStatics::Deproj...
在PlayerControoler下找到这个函数: DeprojectScreenPositionToWorld boolAPlayerController::DeprojectScreenPositionToWorld(floatScreenX,floatScreenY,FVector&WorldLocation,FVector&WorldDirection)const; 只要将屏幕位置传进去就可以获取的基于屏幕位置的世界位置和方向。 那它是怎么实现的呢? boolUGameplayStatics::Deproj...
在PlayerController下,调用DeprojectScreenPositionToWorld函数,只需传入屏幕位置参数,即可获取对应的世界位置与方向。实现原理:此函数内部涉及FSceneViewProjectionData结构数据,包括ViewOrigin、ViewRotationMatrix(旋转矩阵,不包含平移)以及ProjectionMatrix(投影矩阵)。通过求逆VP(视口)矩阵,实现从视口坐...
转换可以试一下Project World To Screen(APlayerController::ProjectWorldLocationToScreen)。可以参考一下...
if (!PlayerController || !PlayerController->LineOfSightTo(Actor)) { return false; } FVector2D ScreenPosition; bool bIsOnScreen = PlayerController->ProjectWorldLocationToScreen(Actor->GetActorLocation(), ScreenPosition, true); return bIsOnScreen && ( ...
TranslatedWorldToCameraView CameraViewToTranslatedWorld ViewToClip ClipToView ClipToTranslatedWorld SVPositionToTranslatedWorld ScreenToWorld ScreenToTranslatedWorld WorldCameraOrigin:get camera position in world space TranslatedWorldCameraOrigin 使用内置函数 ...
3.7、Ambient Occlusion开启之后,如果是动态光的情况下会消耗资源,开启AO后(Project Settings -> Rendering -> Default Settings ->Ambient Occlusion),引擎默认的AO为SSAO(Screen Space Ambient Occlusion), SSAO无法进行预计算,所以GPU性能开销较大,可以修改为DFAO(Distance Field Ambient Occlusion)以提升性能,因为DF...
1.在软件Project Settings里搜索planar,将support global clip plane for planar reflections勾选,启用平面反射。 2.在创建物体里找到Planar Reflection拖入场景中。将其属性中的show preview plane关掉。Normal distortion strength(法线扭曲强度)。Prefilter Roughness(预过滤粗糙度)。advanced-Screen Percentage(屏幕反射百分...
UWorld*InWorld =GWorld; UCaptureRenderTarget*CaptureRTT = NewObject<UCaptureRenderTarget>(GWorld); CaptureRTT->AddToRoot(); CaptureRTT->OnCaptureCompleted().AddLambda([&](UCaptureRenderTarget *c) { FString SavePath= TEXT(""); c->SaveToDisk(SavePath); ...
In this tutorial, you will learn how to build a procedural mesh of your room and add physical interactions between virtual objects and the real world using …