ENGINE_API voidDrawDebugBox(constUWorld* InWorld, FVector const& Center, FVector const& Box, constFQuat & Rotation, FColor const& Color, bool bPersistentLines = false, floatLifeTime=-1.f, uint8 DepthPriority = 0); 1. 2. 3. 4. 5. 6. 第一个根据Box的尺寸绘制,第二个额外的可以按照一...
ENGINE_APIvoidDrawDebugBox(constUWorld* InWorld, FVectorconst& Center, FVectorconst& Extent, FColorconst& Color,boolbPersistentLines =false,floatLifeTime=-1.f, uint8 DepthPriority = 0); /** Draw a debug box with rotation */ ENGINE_APIvoidDrawDebugBox(constUWorld* InWorld, FVectorconst& Ce...
1:UE是怎么封装绘制事件的; 2:Renderdoc中的绘制pass的debug信息是如何添加的。 UE的绘制命令是在FMeshDrawCommand中实现的,主要是FMeshDrawCommand的SubmitDraw/SubmitDrawBegin/SubmitDrawEnd实现。 在SubmitDraw方法中会构建一个FMeshDrawEvent对象 FMeshDrawEvent的构造函数内会提交一个BEGIN_DRAW_EVENTF命令,进一步调...
ENGINE_APIvoidDrawDebugFloatHistory(UWorldconst& WorldRef, FDebugFloatHistoryconst& FloatHistory, FTransformconst& DrawTransform, FVector2Dconst& DrawSize, FColorconst& DrawColor,boolconst& bPersistent =false,floatconst& LifeTime = -1.f, uint8const& DepthPriority = 0); /* Draws a 2D Histogram...
Unreal Engine 5.1 Documentation Draw Debug Arrow Draw Debug Arrow Draw Debug Box Draw Debug Box Draw Debug Camera Draw Debug Camera Draw Debug Capsule Draw Debug Capsule Draw Debug Circle Draw Debug Circle Draw Debug Cone Draw Debug Cone
Start投射起点,End投射终点,Radius球形半径,Draw Debug Type投射显示类型(这里可以设置为For Duration,即显示投射线框并保持一段时间) 这里用角色当前位置作为投射起点,当前位置向前方向+100单位作为投射终点 运行测试(如果嫌不够粗,可以加Radius调整) 添加交互逻辑 ...
TickGraph中的各项,其中Draw Debug Shapes是对这个Tick中计算出来部分参数的可视化;Update Grounded Rotation等是根据状态调整角色Rotation方式。3.1.1 Set Essential Values Acceleration:现在的Velocity和Previous Velocity的差值除以Delta Time计算;Speed:定义为速度的XY轴长度,不考虑Z轴;Is Moving:Speed > 1;Last Veloci...
DrawDebugLine(this->GetWorld(), posBegin, posEnd, FColor(1.0f, 0.f, 0.f, 1.f),false, 20.f); if(hitResult.GetActor()) { DrawDebugSphere(GetWorld(), hitResult.Location, 10, 10, FColor::Red,false, 20.f); } } 注意下,需要把角色自己从碰撞检测中排除掉。最终效果如下:...
DrawDebugPath(FNavigationPath* Path, constFColorPathColor, UCanvas* Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex ) Use version that takes LifeTime instead. Ask questions and help your peersDeveloper Forums ...
{ FVector Start = GazeData.GazeOrigin; FVector End = GazeData.GazeOrigin + GazeData.GazeDirection *100; FHitResult Hit Result;if(GWorld->LineTraceSingleByChannel(HitResult, Start, End, ECollisionChannel::ECC_Visiblity)) { DrawDebugCoordinateSystem(GWorld, HitResult.Location, FQuat::Identity....