Type Information Available at Runtime 运行时类型信息可用,引擎中无法使用C++标准的RTTI机制:dynamic_cast,如果需要使用类似功能,需要继承UObject类,然后使用Cast<>函数来完成; Network Replication 网络复制 UObject的创建和销毁[1]: //构造函数中创建 UMyObject* myObejct = CreateDefaultSubobject<UMyObject>(TEXT...
2、然后再在构造函数中加载2.1创建的蓝图,代码如下:其中“"/Script/UMGEditor.WidgetBlueprint'/Game/BluePrint/UI3D.UI3D_C'"为2.1中创建的蓝图的引用,注意后面一定要加上后缀”_C“。 My3DUI = CreateDefaultSubobject(TEXT("My3DUI")); My3DUI->SetupAttachment(RootComponent); static ConstructorHelpers::...
比方我们要查找UGameplayStatics的头文件,在Google下搜索关键字UGameplayStatics之后,一般在第一项,会看到Unreal Engine Document标定的网页,打开网页中可以看到如下内容: 其中,header指向其头文件地址,因此我们在引用进行include即可(取Classes后面地址即可): #include "Kismet/GameplayStatics.h" 2.2 CreateDefaultSubobject...
//创建一个球体USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));//设置为根组件RootComponent =SphereComponent;//设置半径SphereComponent->InitSphereRadius(40.0f); SphereComponent->SetCollisionProfileName(TEXT("Pawn"));//创建并放置网格物体组件,这样我们能...
// Create a CameraComponent FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera")); FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); FirstPersonCameraComponent->SetRelativeLocation(FVector(-39.56f, 1.75f, 64.f)); // Position the camera ...
// Your .h fileclassUSphereComponent* Sphere;// Your .cpp fileSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this,TEXT("SphereComp")); Blueprint Bind一个event之后,要记得在event上点右键,选择RefreshNode。 只有在Event Graph中才能设定Timeline。
1、PCIP.CreateDefaultSubobject接口创建组件的方法 2、TSubobjectPtr的意义是通过内定智能指针创建相应类的对象由Unreal虚拟机统一管理并且进行自动GC 该函数是设置Unreal输入组件的,通过各种绑定接口将相应输入事件绑定到处理函数上Action是对应相应动作,Axis是轴绑定,这里我们发现Turn,TurnRate,LookUp,LookUpRate有2个版本...
RootComponent = CreateDefaultSubobject(TEXT(“RootComponent”)); OurCameraSpringArm = CreateDefaultSubobject(TEXT(“CameraSpringArm”)); OurCameraSpringArm->SetupAttachment(RootComponent); OurCameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));...
()->BrakingDecelerationWalking=2000.f;// 创建一个弹簧臂CameraBoom=CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));CameraBoom->SetupAttachment(RootComponent);CameraBoom->TargetArmLength=400.0f;// The camera follows at this distance behind the characterCameraBoom->bUsePawnControlRotation...
BlockSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("BlockComponent")); 定义两个方法Swing()和UnSwing(),一个启动Constraint,一个断开Constraint void ANanProjectCharacter::Swing() { FVector CharLocation = GetActorLocation(); ...