}//从新刷新全部的NavDataSet//UNavigationSystemV1::GetNavigationSystem(World)->Build();//生成完毕后的回调.会传入完成的NavDataSet//subSys->OnNavigationGenerationFinishedDelegate Q.中止已经在运行的SimpleMoveToActor或SimpleMoveToLocation: 参考源码的UAIBlueprintHelperLibrary::GetPathComp和UAIBlueprintHelperLi...
“随机漫游”后跟“到Location的简单移动Simple Move To Location”函数。 “Get controller获取控制器”函数返回值与“到Location的简单移动”的controller参数连接。 2.随机点 “获取半径内能到达的随机点”起点为当前AI的位置:“获取Actor位置”函数的返回值连接origin (起点) 调整半径为1000。(看个人需求) 返回值与...
这里其实是对上一节提到的NavModifierVolume进行进一步的设计。 通过对NavModifierVolume中的Area Class设置后,结合NavigationQueryFilter配置cost后,在NPC上绑定好制定的Filter后(这个filter主要是给MoveToActor接口使用的),可以实现特定的寻路逻辑。TODO:如果在运行时动态修改不同配置的filter,也是能够实现出不同策略的寻路。
而第二次的判断也可能会有误差,这个误差如果大于0就是没到达 有可能0.0000124这种而且没法设置,这个误差计算的方式是Pawnd的RootComponent的碰撞是否开启和注册在场景中如果没则为0,否则是RootComponent的Bones的Z轴高度(character的话是胶囊的高度)在AActor::GetSimpleCollisionCylinder的方法中计算。
Cesium Cartographic Polygon actor的酷之处在于,它利用标准Spline Component来定义其边。“Geometry Script”附带了可以使用此样条线组件的功能,例如“Convert Spline to Poly Path”。您必须定义一个名为“GeometryScriptSplineSamplingOptions”的结构,这里我将error tolerance设置0.1,并将“Sample Spacing”更改为“Error ...
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination); //使用Niagara生成生成粒子特效 UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true); ...
Trying to create some simple procedurally created buildings by gluing a bunch of premade assets together. I am doing this through blueprint by Adding an InstancedStaticMeshComponent to the building actor and adding the various walls and floors that I need. Working great, really fast, everything...
Main Stereolabs blueprints used to make the body tracking work (click to unwrap) BP_ZED_Initializer# Put theBP_ZED_Initializerin your scene to configure all the features of the ZED camera. This actor is a direct reference to the C++ code ofZEDInitializer.cpp. Pay special attention to some...
(CameraBoom,USpringArmComponent::SocketName);//附加到弹簧臂上面TopDownCameraComponent->bUsePawnControlRotation=false;// 设置为false,相机的旋转不受角色控制// 激活帧更新,以便每帧更新光标PrimaryActorTick.bCanEverTick=true;//设置是否帧更新,如果当前值为false,即使设置其它,也不会被更新PrimaryActorTick.b...
Smart objects use simple gameplaytags to determine what is a rock and what is a tree MassAITesting-GatherAI2.mp4 MassAITesting-Simulation.mp4 MassAITesting-GatheringEntities.mp4 Visualization Trait Mass Viewer Info Fragment Mass Actor Fragment (For actor visualization) ...