比如我们现在的M就是Player State,我们的V就是Character,那么C自然就是马上要介绍的Controller了(如果要看系统性的介绍请看这篇 《InsideUE4》GamePlay架构(五)Controller)。AController继承自AActor,也就是说它并没有场景实体,是一个场景不可见的对象。它拥有一个PlayerState,一个Pawn,如果这个Pawn同样是Character的...
//这里会检查GetPauserPlayerState是否为空 bool UWorld::IsPaused() const { // pause if specifically set or if we're waiting for the end of the tick to perform streaming level loads (so actors don't fall through the world in the meantime, etc) const AWorldSettings* Info = GetWorldSettin...
2.抓取PlayerState, 此处的PlayerState是 AFPSShooterPlayerState if(GEngine){AFPSShooterPlayerState*curState=Cast<AFPSShooterPlayerState>(PlayerState);if(curState){int a=curState->GetGold();GEngine->AddOnScreenDebugMessage(1,1,FColor::Red,FString::FromInt(a));}} 参考更多: How to access custom...
PlayerController PC_ PlayerState PS_ GameModeBase GM_ GameStateBase GS_ GameInstance GI_ 1.3.3 Animations Asset TypePrefixSuffixNotes Animation Sequence A_ Animation Composite AC_ Animation Montage AM_ Animation Blueprint ABP_ Aim Offset 1D AO1_ Aim Offset (2D) AO2_ Blend Space...
RestartPlayer<...>AGameModeBase::SpawnDefaultPawnAtTransform_Implementation StartMatch 玩家初始化的关键点有两个: 1. 执行GamoMode的Login流程,主要是创建PlayerController,并选择出生点。 2. 执行GamoMode的PostLogin流程,这里会创建玩家控制的Character或者Pawn, 同时根据GameMode状态决定是否可以进入下一状态(StartMa...
Header /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerState.h Include #include "GameFramework/PlayerState.h" Source /Engine/Source/Runtime/Engine/Private/PlayerState.cppvirtual FString GetPlayerNameCustom&40;&41; const Copy full snippetRemarks...
state() GamePaused { function UpdatePaddle() { // This should do nothing.(这不做任何事情) } } 在样本代码中,我们定义了两个状态:GamePlaying和GamePaused。在那个状态中您可以看到我们有两个具有相同名称的函数:UpdatePaddle。一般不允许有两个具有相同名称和相同参数列表的函数,但是,这便是UnrealScript中的...
GET Get Level Target Level Print String In String Create WBP Game End C Widget ClassWBP_GameEnd_C Owning Player Return Value Self SET Game End Hud Add To Viewport Target Init Game End Widget On Post Match Debug Key O Pressed Released Key Action Value Player State Cast To BP...
NVIDIA Nsight™ VSE allows you to build and debug integrated GPU kernels and native CPU code as well as inspect the state of the GPU and memory. Radeon™ GPU Profiler is a performance tool that can be used by developers to optimize DirectX®12, Vulkan® and OpenCL™ applications ...
< playerstate saving code ommitted > // Clear all actors from any previously loaded save to avoid duplicates CurrentSaveGame->SavedActors.Empty(); // Iterate the entire world of actors for (FActorIterator It(GetWorld()); It; ++It) { AActor* Actor = *It; // Only interested in our '...