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
5.用欧拉角递增x/y/z轴(使用飞行模板,解决飞行器万向锁问题) voidUMyBlueprintFunctionLibrary::SetWorldRotationQuat(AActor*Actor,constFQuat&Target_Rotation){if(Actor){Actor->SetActorRotation(Target_Rotation);}}voidUMyBlueprintFunctionLibrary::SetRelativeRotationQuat(AActor*Actor,constFQuat&Target_Rotat...
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)...
5.用欧拉角递增x/y/z轴(使用飞行模板,解决飞行器万向锁问题) void UMyBlueprintFunctionLibrary::SetWorldRotationQuat(AActor* Actor, const FQuat& Target_Rotation) { if (Actor) { Actor->SetActorRotation(Target_Rotation); } } void UMyBlueprintFunctionLibrary::SetRelativeRotationQuat(AActor* Actor, c...
在PCGGraph 中,GraphData 携带的原生数据被称为 Property,例如 PointData 上的 Position 和 Rotation。由用户或节点在后期附加的数据被称为 Attribute。Property 与 Attribute 的不同是在调用时,需要在名称前加上“$”符号。 在PCGGraph 中,会看到很多不同类别的数据端口,从图标的样式上可以将它们归纳为三种类别。
5.用欧拉角递增x/y/z轴(使用飞行模板,解决飞行器万向锁问题) 代码语言:javascript 代码运行次数:0 运行 AI代码解释 voidUMyBlueprintFunctionLibrary::SetWorldRotationQuat(AActor*Actor,constFQuat&Target_Rotation){if(Actor){Actor->SetActorRotation(Target_Rotation);}}voidUMyBlueprintFunctionLibrary::SetRelative...
UFUNCTION(BlueprintCallable)voidCaptureFromLocationAndRotation(constFVector& Location =FVector::ZeroVector,constFRotator& Rotator =FRotator::ZeroRotator,constuint8 PreCaptureFrameNum =2);//UFUNCTION(BlueprintCallable)voidSetupCustomPassMass(FSceneView*InSceneView);//UFUNCTION(BlueprintCallable)//void AddWeig...
{//find out which way is forwardconstFRotator Rotation = Controller->GetControlRotation();constFRotator YawRotation(0, Rotation.Yaw,0);//get forward vectorconstFVector ForwardDirection =FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);//get right vectorconstFVector RightDirection =FRotationMatrix...
(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.EditorLevelLibrary.spawn_actor_from_object(actor_object,actor_location,actor_rotation)foriinrange(0,900,150):...
const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value.GetMagnitude()); } } void AInsideEnhancedInputCharacter::MoveRight(const FInputActionValue& Value) ...