Mesh1P->SetOnlyOwnerSee(true); Mesh1P->SetupAttachment(FirstPersonCameraComponent); Mesh1P->bCastDynamicShadow = false; Mesh1P->CastShadow = false; Mesh1P->SetRelativeRotation(FRotator(1.9f, -19.19f, 5.2f)); Mesh1P->SetRelativeLocation(FVector(-0.5f, -4.4f, -155.7f)); } 1. 2. 3. 4...
booleanTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affec...
voidALaunchpad::OnConstruction(constFTransform&Transform){Super::OnConstruction(Transform);UpdateNavLinks();}voidALaunchpad::UpdateNavLinks(){// We should never manually edit this actor's links.NavLink->SetRelativeLocation(FVector::ZeroVector);// Assert that we haven't added or removed any Simp...
MyCamera->SetRelativeLocation(FVector(-300.0f,0.0f,300.0f));MyCamera->SetRelativeRotation(FRotator(-45.0f,0.0f,0.0f));4.创建蓝图类BP_MyPawn继承自定义C++类MyPawn5.在蓝图类中添加网格体模型并赋予材质[展开全文] 那些年踩过的蘑菇 · 2020-02-21 · 502-为自己的Pawn设置相机组件 0 ...
次に、Set Tracking Origin ノードの出力を引き出して Set Relative Location ノードを検索し、SetRelativeLocation(VRCameraRoot) オプションを選択します。 クリックしてフルサイズで表示 RiftCameraHeight 変数を Set Relative Location ノードの New Location 入力へ接続し Compile ボタンを押すと、イ...
Set relative location, rotation, scale explicitly to identity instead of calling Reset Relative Transform because we don't want overlaps to fire until after the update pass. Improved recording indicator icon, text & timer.VR-EditorNew: Updated foliage mode to now be fully integrated with VR Edito...
struct ENGINE_API FCharacterNetworkMoveData { ENetworkMoveType NetworkMoveType; float TimeStamp; FVector_NetQuantize10 Acceleration; FVector_NetQuantize100 Location; // Either world location or relative to MovementBase if that is set. FRotator ControlRotation; uint8 CompressedMoveFlags; class UPrimitive...
Properties=(Path="/Script/Engine.SceneComponent:RelativeLocation",bIsPublic=False) Properties=(Path="/Script/Engine.SceneComponent:RelativeRotation",bIsPublic=False) 通过PropertyPath来确定哪些属性往往会得到非常宽泛的范围,比如上面的配置将序列化所有场景组件的位置和旋转,而并非所有场景组件都需要持久化,该插件...
21. const FVector Correction = DefCharacter->Mesh->RelativeLocation + SlideMeshRelativeLocationOffset; 22. CharacterOwner->Mesh->SetRelativeLocation(Correction); 23. } 24. } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. ...
UCLASS()classAMyActor :publicAActor{ GENERATED_BODY() UPROPERTY() int32 MyIntProp; UPROPERTY() USphereComponent* MyCollisionComp; AMyActor() { MyIntProp = 42; MyCollisionComp = CreateDefaultSubobject<USphereComponent>(FName(TEXT("CollisionComponent")); MyCollisionComp->RelativeLocation = FVector...