CameraManager:所有摄像机相关的功能都通过CameraManager管理,比如摄像机的位置、摄像机震动效果等。 GameMode:用于控制一场比赛的规则。 PlayerState:用于记录每个玩家的数据信息,比如玩家的得分情况。 GameState:用于记录整场比赛的信息,比如比赛所处的阶段,各个队伍的人员信息等。 概括的讲,一个游戏场景是一个World,每...
除了前面在框架介绍里提到的一些Camera的用法之外,还可以看一下这个了解一下Camera系统 UE4 里的 Camera 系统 ,代码里直接差 APlayerCameraManager类就好。 另外,Controller是持有Camera对象并且可以操作Camera对象的。 架构图我也不想画了,怎么画都不会有 @大钊 画的好,大家直接看他的就好了《InsideUE4》GamePlay...
such as the APIs (e.g. Windows API) and the graphical subsystem for creating and managing a windows. The graphical subsystem refers to a stack of software and hardware components responsible for rendering the graphics on your screen. The window manager handles the drawing, positioning, resizing...
AActor::GetOwner() UActorComponent::GetOwner() APawn::GetController() AController::GetPawn() APlayerState::GetPlayerController() UUserWidget::GetOwningPlayer() AHUD::GetOwningPlayerController() APlayerCameraManager::GetOwningPlayerController() APlayerState::GetPawn() AController::GetPlayerState(...
New: Added the ability to Get and Set Tick Interval for Actor and Component primary ticks from Blueprints. New: Updated Cheat Manager so it can now be subclassed via Blueprints and properties can be set for the Player Controller and Debug Camera Controller. New: Exposed "Override With" and ...
// Raycast out from the camera, only collide with pawns (they are on the ECC_Pawn collision channel) FVector Start = PlayerCameraManager->GetCameraLocation(); FVector End = Start + (PlayerCameraManager->GetCameraRotation().Vector() * 1000.0f); ...
ITMGRoom *pTmgRoom = ITMGContextGetInstance()->GetRoom(); if (!pTmgRoom) { return; } int nRange = GetRange(); pTmgRoom->UpdateAudioRecvRange(nRange); FVector cameraLocation = UGameplayStatics::GetPlayerCameraManager(m_pActor->GetWorld(), 0)->GetCameraLocation(); ...
New: Added the ability to Get and Set Tick Interval for Actor and Component primary ticks from Blueprints. New: Updated Cheat Manager so it can now be subclassed via Blueprints and properties can be set for the Player Controller and Debug Camera Controller. New: Exposed "Override With" and ...
单击窗口(Window)并启用动画插槽管理器(Anim Slot Manager)(如果尚未启用)。 在"动画插槽管理器(Anim Slot Manager)"中,单击添加插槽(Add Slot)。 输入新插槽的名称并按Enter。 插槽存储在骨架上,因此在创建或更改插槽时,也是在编辑骨架。在进行任何插槽更改时,单击"动画插槽管理器(Anim Slot Ma...
GetWorldTimerManager().SetTimer( TimerHandle_ ReRunRegenerateHealth, this, &APACKT_CPPCharacter::RegenerateHealth, RegenDelay ); } } 新术语和重要词汇以粗体显示。在屏幕上(例如,在菜单或对话框中)看到的词汇会在本书中的显示方式如下。“登录后,可以通过单击Get Unreal Engine(获取虚幻引擎)下的按钮Download...