return mul(InLocalVector, GetLocalToWorld3x3()); } 顺便提一句常见的几个位置区别Coordinates Expressions: ActorPositionWS: Actor位置(逻辑概念) ObjectPositionWS:包围盒中心(和网格有关) TransformPosition(float4(0,0,0,0))是获取的模型坐标系零点对应的世界坐标 如果一定要获取准确Instance物体的LocalPosition,...
File: LevelInstanceEditorInstanceActor.h Editor Properties: (see get_editor_property/set_editor_property) actor_guid (Guid): [Read-Write] The GUID for this actor. Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults....
有些ActorDesc会持有自己的Containter,就比如FLevelInstanceActorDesc就是一个特例,它是放置在场景中的关卡实例,其中主要的代码定义如下: classFLevelInstanceActorDesc:publicFWorldPartitionActorDesc{public:FLevelInstanceActorDesc();virtual~FLevelInstanceActorDesc()override;virtualboolIsContainerInstance()constoverride...
retrieving the current AInstancedFoliageActorfor a level. Will default to the current editor level if Level is left nullptr.This function is useful because it's difficult to retrieve this actor otherwise, as it will be filtered fromthe results of functions like EditorLevelLibrary.get_all_leve...
Objects, such as actors and actor components. Each of these behave differently when you get and set their values. When you create a primitive-type variable, it creates a new instance of that primitive and initializes its value to 0 (or its equivalent for that primitive) automatically...
MyHUD = SpawnActor<AHUD>(this, Instigator); 1. 使用变换生成T实例,返回T指针 该函数模板在指定 位置 处使用指定的 旋转度生成模板类 T 的实例,并返回和那个模板类类型一样的实例的指针, 也就是 T* 。除了位置和旋转度外,还可以...
GetWorld()->GetGameInstance<T>() Actor->GetGameInstance<T>() Remark from Tom Generally not used a whole lot early in your game project. Doesn’t do anything critical unless you’re diving deeper into the development (things like game sessions, demo playback or persisting some data between ...
第三步:新建一个叫做sand的Actor类: Tips:我在调试过程中遇到很恶心的事情,就是修改了代码之后发现没有用,这可能是热加载失败的表现,请重新打开UE4(VS不用重启)。 第四步: Sand文件不用修改,只需要修改MyActor的文件如下: ▼代码开始//Fill out your copyright notice in the Description page of Project Sett...
OwnerActor和AvartarActor是比较常见的概念,如果ASC在Character类身上,那么二者是相同的。 如果Character需要销毁再重新生成,如MOBA游戏角色死亡后泉水复活,那么ASC可以放在PlayerState上避免随着角色一同销毁。此时的OwnerActor是PlayerState,AvatarActor则是Character。
ITargetInterface::Execute_OnInteract(ActorInstance,true); } ActorInstance->GetClass()->ImplementsInterface(ITargetInterface::StaticClass())) 是用来判断这个Actor是否实现了TargetInterface,不管是在蓝图还是C++中都可以正确的判断(但是只有BlueprintImplementableEvent和BlueprintNativeEvent(这个后面再介绍)的函数才可...