卡牌游戏用键盘移动camera本身就很蠢,甚至可能用不到鼠标的移动。那就不要这个了。 总结: 1、event类似c++的独立线程 2、unreal中的数学公式是真的反人类。 3、actor不会接受键盘和鼠标的指令,但是controller可以不用注册也能使用。
一、Unity中相机裁剪设置 对比一下unity中相机裁剪面的设置,在Unity中的Camera组件中可以直接设置该相机的裁剪面Clipping,包含近裁剪面Near和远裁剪面Far。这样设计的好处就是设置简单,只需要对所使用的相机进行设置就可以对整个场景起作用了;坏处就是不够灵活,比如你只想裁剪某些特定的物体,这种简单粗暴的方式可能就满...
在做工具的时候需要在 editor 中创建 actor,比如说点光,聚光啥的,应该生成在什么位置?想想在 ue 中手动添加一个点光,是在摄像机前一段距离生成的,想要模仿但发现蓝图中并不能拿到 Editor 的 Camera。 如何拿到 Editor Camera 既然蓝图里拿不到,只能去cpp里拿了,这次逃课是逃不了力。 想必之后做工具的时候也...
其实Base摄像机的Priority属性,就是非URP摄像机的depth属性,可以通过这个属性给多个Base摄像机排序,而API还是camera.depth 3.渲染到RenderTexture 如果需要通过Base摄像机渲染到RenderTexture,可以把RenderTexture设置到Output Texture上。 如果用代码来设置,和普通摄像机一样,还是camera.targetTexture = rt; 不过值得注意的是...
CameraLookatTrackingSettings(enable_look_at_tracking: bool = False, draw_debug_look_at_tracking_position: bool = False, look_at_tracking_interp_speed: float = 0.0, actor_to_track: Actor = Ellipsis, relative_offset: Vector = Ellipsis, allow_roll: bool = False) Bases: StructBase Settings ...
camera_component (CameraComponent): [Read-Only] Camera Component: The camera component for this camera can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealen...
CameraFocusSettings(focus_method: CameraFocusMethod = Ellipsis, manual_focus_distance: float = 0.0, tracking_focus_settings: CameraTrackingFocusSettings = Ellipsis, smooth_focus_changes: bool = False, focus_smoothing_interp_speed: float = 0.0, focus_offset: float = 0.0) Bases: StructBase Settings...
unreal.CameraComponentclass unreal.CameraComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')Bases: SceneComponentRepresents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the...
ChangeViewTarget()方法提供给Blueprint调用,用于在Character的Camera和FreeCamera之间切换。 FreeCameraActor.cpp AFreeCameraActor::AFreeCameraActor(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { TopDownCameraComponent = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("TopDownCa...
camera.transform.position = camera.transform.position + (player.transform.position - camera.ViewportToWorldPoint(viewport)); 1. 针对问题2,获得相机新的位置之后,不直接设置到transform上,而是通过缓动算法计算后则可以让体验更为平滑。 camera.transform.position = Vector3.SmoothDamp(current_p, target_p, ref...