默认情况下进入游戏不点击情况下,鼠标是默认不显示的。为了显示鼠标,可以调用Set Show Mouse Cursor节点 操作 默认情况下如果勾选Context Sensitive(情景关联),是无法搜索到相关函数,必须去掉勾选,如下 蓝图界面
操作流程 Set Show Mouse Cursor Create UI Widget Add to Viewport Set Input Mode Game And UI 蓝图 尝试方案 设置Viewport Properties 该方案仅仅有效于PIE运行模式。程序独立运行无效 Capture Mouse on Launch Default Viewport Mouse Capture Mode Default Viewport Mouse Lock Mode...
(变量) 05:22 数组创建 获取Get 修改Set 移除Remove 添加Add 插入Insert(数组 ) 07:57 bool没有映射(映射 变量结构) 06:43 创建 修改 调用(函数) 02:30 set show mouse cursor(设置鼠标隐藏显示) 01:58 材质球基础使用(材质球) 12:52 角色蓝图的Simple Move To Actor(自动寻路) 06:36 静态模型直接...
LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture -> DoNotLock LogViewport: Display: Player bShowMouseCursor Changed, False -> True LogUIActionRouter: Display: [User 0] Focused desired target W_NonInteractiveSpinner_C_0 LogEngine: Server switch level: /Game/System/FrontEnd/Maps...
voidSGraphNode_ShowBase::Construct(constFArguments&InArgs,UK2Node*InNode){this->GraphNode=InNode;this->SetCursor(EMouseCursor::CardinalCross);this->UpdateGraphNode();}voidSGraphNode_ShowBase::CreateInputSideAddButton(TSharedPtr<SVerticalBox>InputBox){SGraphNodeK2Base::CreateInputSideAddButton(Inpu...
Log file: C:\Users\arman\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-AWorldAway-Win64-Shipping.txt Setting temp directory to 'C:\Users\arman\AppData\Local\Temp\UnrealBuildTool\319625c3' Registering build platform: UnrealBuildTool.AndroidPlatformFact...
(PlatformWindow.IsValid()){PlatformApplication->SetCapture(PlatformWindow);}if(MouseEvent.GetUserIndex()==CursorUserIndex){PressedMouseButtons.Add(MouseEvent.GetEffectingButton());}// Input preprocessors get the first chance at the inputif(InputPreProcessors.HandleMouseButtonDownEvent(*this,MouseEvent)...
相对路径是\Engine\Source\Editor\UMGEditor\Public,这里 C:\UnrealEngine\UE_5.0 需要替换成UE引擎的路径。 在CreateWBP.cpp 中导入刚创建的 CreateWBPMain.h。 在CreateWBP.cpp 的PluginButtonClicked() 方法中调用创建好的主函数。 四、编译插件 生成-> 生成解决方案 *记得关掉UE引擎。 五、生成用户控件蓝...
(FViewport* InViewport, FCanvas* Canvas) override; virtual void Tick(float DeltaSeconds) override; virtual bool InputKey(FViewport* InViewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = false) override; virtual EMouseCursor::Type GetCursor...