CompareTag 此游戏对象是否使用 tag 进行了标记? GetComponent 如果游戏对象附加了类型为 type 的组件,则将其返回,否则返回 null。 GetComponentInChildren 使用深度首次搜索返回 GameObject 或其任何子项中类型为 type 的组件。 GetComponentInParent 返回GameObject 或其任何
CompareTag ¿Este game object está etiquetado con tag? GetComponent Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. GetComponentInChildren Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth...
if (MyGameObject.CompareTag("MyTag")) { // ... } // Checks the tag on the GameObject it is attached to if (MyComponent.CompareTag("MyTag")) { // ... } // Checks if an Actor has this tag if (MyActor->ActorHasTag(FName(TEXT("MyTag"))) { // ... } Copy full snippet/...
Unlike Unity which separates the responsibilities of collision and visualizations into separate components. Unreal combines the concepts of the potentially physical and the potentially visible into PrimitiveComponent. Any component that would have any geometry in the world, that could either be rendered or...
if(MyComponent.CompareTag("MyTag")) { // ... } Copy full snippet Unreal Engine C++ // Checks if an Actor has this tag if(MyActor->ActorHasTag(FName(TEXT("MyTag"))) { // ... } Copy full snippet Blueprint Unreal Engine C++ /...
if (MyGameObject.CompareTag("MyTag")) { // ... } // Checks the tag on the GameObject it is attached to if (MyComponent.CompareTag("MyTag")) { // ... } // Checks if an Actor has this tag if (MyActor->ActorHasTag(FName(TEXT("MyTag"))) { // ... } Copy f...
MyComponent.ComponentTags.AddUnique(TEXT("MyTag")); Copy full snippetゲームオブジェクト / アクタと MonoBehaviour / ActorComponent のタグの比較Unity C#if (MyGameObject.CompareTag("MyTag")) { // ... } // Checks the tag on the GameObject it is attached to if (MyComponent.CompareTag("...
CompareTag ¿Este game object está etiquetado con tag? GetComponent Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. GetComponentInChildren Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth...
keepAnimatorControllerStateOnDisable Controls the behaviour of the Animator component when a GameObject is disabled. layerCount Returns the number of layers in the controller. layersAffectMassCenter レイヤーが重心に影響を与えます leftFeetBottomHeight 左足の底の高さを取得します parameterCount Returns ...
if (MyGameObject.CompareTag("MyTag")) { // ... } // Checks the tag on the GameObject it is attached to if (MyComponent.CompareTag("MyTag")) { // ... } // Checks if an Actor has this tag if (MyActor->ActorHasTag(FName(TEXT("MyTag"))) { // ... } Copy full snippet/...