SetLocation(Location+vect(30,20,100)); SetRotation(Rotation+rot(100,100,3000)); `log("vector:"@Vsize(Location)); `log("rotation:"@rotation);} defaultproperties{ Begin Object Class=SpriteComponent Name=flagSprite=Texture2D'EditorResources.flag1'End ObjectComponents.Add(flag) //加个箭头 好辨认...
第二个ai move to 是再移动回开始的位置 Set actor rotation 是设置最开始的旋转角度方向 4 playercontroller 鼠标左键点击事件,该事件要放在playercontroller类里面,不可以放在gamemode里面,因为gamemode没有玩家控制权,只有玩家控制器才可以控制玩家进行一系列行为。 获取gamemode然后转换为我们自定义的gamemode 鼠标左键...
// Set initial control rotation to starting rotation rotation NewPlayer->ClientSetRotation(NewPlayer->GetPawn()->GetActorRotation(), true); FRotator NewControllerRot = StartRotation; NewControllerRot.Roll = 0.f; NewPlayer->SetControlRotation(NewControllerRot); SetPlayerDefaults(NewPlayer->GetPawn(...
ProcessViewRotation [deltaTime] [out_ViewRotation] [out_DeltaRot]- 这个函数处理玩家的视图旋转,返回最终的视图旋转值作为out_ViewRotation参数。可以从 PlayerController 的 UpdateRotation() 函数中调用它。 SetViewRotation [NewRotation]- 如果存在一个Controller则设置该Controller的旋转值,如果不存在Controller ,...
SetActorRotation(Rotator); } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 这样就使主角始终朝向鼠标 控制Actor运动 在设置中映射活动与按键 连续运动选择轴映射, 例如:连续的前进 不连续的运动选择操作映射,例如:跳跃,拾取,开火 输入运动
Rotation几个值的旋转方向请教版主一个问题:我自定义了一个UDNPlayerController类,class UDNPlayerController extends UDKPlayerController。其中有两条语句,就是取得玩家鼠标输入的旋转,如下:DeltaRot.Yaw=PlayerInput.aTurn;DeltaRot.Pitch= PlayerInput.aLookUp;第一条语句可以执行,即可以左右旋转;但第二条语句没有任何...
FRotator NewRotation = ControllerRotation;// Get current controller rotation and process it to match the CharacterNewRotation.Yaw = CameraProcessYaw( ControllerRotation.Yaw ); NewRotation.Pitch = CameraProcessPitch( ControllerRotation.Pitch + RecoilOffset ); ...
让这只影响到相机bUseControllerRotationPitch=false;bUseControllerRotationYaw=false;bUseControllerRotationRoll=false;// 配置角色移动GetCharacterMovement()->bOrientRotationToMovement=true;// Character moves in the direction of input...GetCharacterMovement()->RotationRate=FRotator(0.0f,500.0f,0.0f);// .....
NewRotation.Yaw += CameraInput.X; SetActorRotation(NewRotation); } //Rotate our camera's pitch, but limit it so we're always looking downward { FRotator NewRotation = OurCameraSpringArm->GetComponentRotation(); NewRotation.Pitch = FMath::Clamp(NewRotation.Pitch + CameraInput.Y,-80.0f,-1...
The Character Movement Component’s flag for “Use Controller Desired Rotation is no longer an advanced property. This makes it more easily discoverable. Direct access to Static Mesh in “Static Mesh Component” has been deprecated. Please use “Get Static Mesh” and “Set Static Mesh” ...